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6382
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Run and jump game by @charliebthomas | Stardance
|
charliebthomas
|
1
|
7.3
|
8
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T21:17:05Z", "hours": 7.0, "multiplier": 1.11, "payout": 8, "blessing": "neutral", "text": "I made a run-and-jump game. I am fully aware that it is not yet fully complete; however, I am starting to head into exam season, so I now need to focus on them, so I will not have time to fully finish before the deadline. I still need to make it so it starts on the Home Screen and the game over banner looks nicer, make the platforms go up and down, and have a moving background. However, I hope you like what is made. Sorry if this is hard to read; I have dyslexia.", "repo": "https://github.com/charliebthomas-source/Coding", "demo": "https://charlieburt.itch.io/jumping-game"}]...
|
[{"post_id": 73681, "ts": "202 [{"post_id": 73681, "ts": "2026-09-25T17:55:54Z", "hours": 0.3031, "text": "made a proper read me and made it so the the jump volocity is not working properly."}, {"post_id": 68142, "ts": "2026-09-14T16:08:22Z", "hours": 3.8286, "text": "I know not many updates for this project i just keep on forgetting. I have now got it so we have a home screen we have a max score and a restart button. there are still some bugs and am working on them."}, {"post_id": 14943, "ts": "2026-06-24T08:42:44Z", "hours": 3.5458, "text": "I know i have done a of code without e devlog i have just been forgetting to. So far i have made it so the platforms are veriable distance and the player jumps a veriable distance. I also have it so that when it misses a jump the game get restarted. I also have a progress bar."}]...
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Title: Run and jump game by @charliebthomas | Star Title: Run and jump game by @charliebthomas | Stardance
Devlogs:
I know i have done a of code without e devlog i have just been forgetting to. So far i have made it so the platforms are veriable distance and the player jumps a veriable distance. I also have it so that when it misses a jump the game get restarted. I also have a progress bar.
I know not many updates for this project i just keep on forgetting. I have now got it so we have a home screen we have a max score and a restart button. there are still some bugs and am working on them.
made a proper read me and made it so the the jump volocity is not working properly.
Ships:
I made a run-and-jump game. I am fully aware that it is not yet fully complete; however, I am starting to head into exam season, so I now need to focus on them, so I will not have time to fully finish before the deadline. I still need to make it so it starts on the Home Screen and the game over banner looks nicer, make the platforms go up and down, and have a moving background. However, I hope you like what is made. Sorry if this is hard to read; I have dyslexia....
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1793342942.9430938
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1793429342.9430938
|
|
57001
|
Space_explore by @Jazil | Stardance
|
Jazil
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T18:07:19Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I used nasa api to make this wonderful i liked it", "repo": "https://github.com/JazilJafar/Space-displaying", "demo": "https://jaziljafar.github.io/Space-displaying/"}]...
|
[{"post_id": 73686, "ts": "202 [{"post_id": 73686, "ts": "2026-09-25T18:06:08Z", "hours": 0.9822, "text": "my first version of this website is live in https://jaziljafar.github.io/Space-displaying/ please look if the token limit exceeded sorry"}, {"post_id": 64569, "ts": "2026-09-09T02:32:12Z", "hours": 0.2572, "text": "Some font and style changes"}, {"post_id": 63621, "ts": "2026-09-07T15:25:28Z", "hours": 0.7581, "text": "i enhaced my website structure with css more when getted from api’s"}, {"post_id": 62090, "ts": "2026-09-05T10:40:39Z", "hours": 0.3903, "text": "My space_explore website started fetching data and displaying it . Next is styling it"}, {"post_id": 60962, "ts": "2026-09-03T17:20:01Z", "hours": 0.4497, "text": "I enhanced my readme and also changed my projects files"}, {"post_id": 59405, "ts": "2026-09-01T06:34:37Z", "hours": 0.2636, "text": "My first commit to github and first project coding started"}]...
|
Title: Space_explore by @Jazil | Stardance
Devlog Title: Space_explore by @Jazil | Stardance
Devlogs:
My first commit to github and first project coding started
I enhanced my readme and also changed my projects files
My space_explore website started fetching data and displaying it . Next is styling it
i enhaced my website structure with css more when getted from api’s
Some font and style changes
my first version of this website is live in https://jaziljafar.github.io/Space-displaying/ please look if the token limit exceeded sorry
Ships:
I used nasa api to make this wonderful i liked it...
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1793346999.4299445
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1793433399.4299445
|
|
63196
|
Dis-Cord by @VickB | Stardance
|
VickB
|
0
|
14.67
|
0
|
[]
|
[{"post_id": 73688, "ts": "202 [{"post_id": 73688, "ts": "2026-09-25T18:09:15Z", "hours": 0.7181, "text": "Devlog #10: Finally made the github repo and the readme looking really sick i hope the 3d print comes out exactly how i think it would It has been an awesome journey"}, {"post_id": 73330, "ts": "2026-09-24T21:38:12Z", "hours": 1.0064, "text": "Devlog #9?: Redesigned the desk mount simpler and efficient looked at the print time for all componenets 1Day and change brother thats too much i hope the design is one good so i dont have to make iterations when i order it"}, {"post_id": 73246, "ts": "2026-09-24T17:40:09Z", "hours": 1.6042, "text": "Devlog #8: Made under the table stand for my hackpad fixed schematics made it look nice and neat"}, {"post_id": 72975, "ts": "2026-09-24T04:24:47Z", "hours": 1.6236, "text": "Devlog #7: Made the firmware for hackpad made it so like normal mode open windows apps kicad arduino youtube and all if i press the rotary button it will act as a discord shortcut to mute deafen and screen share and much more cant wait to see it live in action."}, {"post_id": 72856, "ts": "2026-09-23T21:35:23Z", "hours": 1.3469, "text": "Added space in the design to put in led idk it’s too thin to be printed i’ll test print one in my nearby library i hope it prints fine i also added power for led, i do need to buy led flexible seperate which costs about 15 dollars cad and some resistors on top so lets see i hope this turn out good."}, {"post_id": 72487, "ts": "2026-09-23T02:12:32Z", "hours": 1.285, "text": "fixing body for having space for led flexible filament fixed alot still have to think and make the space and make it look cool"}, {"post_id": 72077, "ts": "2026-09-22T03:38:23Z", "hours": 2.1294, "text": "Devlog #4: Today I worked more on my Hackpad design and mainly focused on making the case look more unique instead of just having a basic shape. I kept the 6 switches, OLED, and rotary knob layout but started adding more details to the housing like the layered edges, sharper corners, and spaces for orange accents. I’m going for a black and bright orange look since I’m not using RGB, so I also started planning an orange strip under the keys, orange side accents, and an orange ring around the knob. I also worked on making the OLED and key area look more built into the case instead of just sitting on top. Overall, I’m getting a much better idea of how I want the final design to look and I’ll keep refining the details next session."}, {"post_id": 71581, "ts": "2026-09-21T02:57:55Z", "hours": 1.9644, "text": "Devlog #3: Started working on the body of the Hackpad but soon realised the centering of the main control was off the angles and all of the things were wrong fixed alot made adjustements started modelling the body how i wanted going pretty good feeling confident can see my vision come to life."}, {"post_id": 70405, "ts": "2026-09-19T03:43:08Z", "hours": 0.9206, "text": "Devlog #2: Successfully done all the routing mapping and 3d look of the pcb made adjustements to corner spacing and the look of it have a great vision for it it will look amazingggggg"}, {"post_id": 69782, "ts": "2026-09-17T19:35:31Z", "hours": 2.0669, "text": "Devlog #1: Designing the ultimate discord command center Hackpad. As a gamer i want ease of muting my mic comms and discord controls and have extra buttons for little features in games that have hard keybinds completed the schematics and PCB also added 3d models to visualize it much better"}]...
|
Title: Dis-Cord by @VickB | Stardance
Devlogs:
De Title: Dis-Cord by @VickB | Stardance
Devlogs:
Devlog #1: Designing the ultimate discord command center Hackpad. As a gamer i want ease of muting my mic comms and discord controls and have extra buttons for little features in games that have hard keybinds completed the schematics and PCB also added 3d models to visualize it much better
Devlog #2: Successfully done all the routing mapping and 3d look of the pcb made adjustements to corner spacing and the look of it have a great vision for it it will look amazingggggg
Devlog #3: Started working on the body of the Hackpad but soon realised the centering of the main control was off the angles and all of the things were wrong fixed alot made adjustements started modelling the body how i wanted going pretty good feeling confident can see my vision come to life.
Devlog #4: Today I worked more on my Hackpad design and mainly focused on making the case look more unique instead of just having a basic shape. I kept the 6 switches, OLED, and rotary knob layout but started adding more details to the housing like the layered edges, sharper corners, and spaces for orange accents. I’m going for a black and bright orange look since I’m not using RGB, so I also started planning an orange strip under the keys, orange side accents, and an orange ring around the knob. I also worked on making the OLED and key area look more built into the case instead of just sitting on top. Overall, I’m getting a much better idea of how I want the final design to look and I’ll keep refining the details next session.
fixing body for having space for led flexible filament fixed alot still have to think and make the space and make it look cool
Added space in the design to put in led idk it’s too thin to be printed i’ll test print one in my nearby library i hope it prints fine i also added power for led, i do need to buy led flexible seperate which costs about 15 dollars cad and some resistors on top so lets see i hope this turn out good.
Devlog #7: Made the firmware for hackpad made it so like normal mode open windows apps kicad arduino youtube and all if i press the rotary button it will act as a discord shortcut to mute deafen and screen share and much more cant wait to see it live in action.
Devlog #8: Made under the table stand for my hackpad fixed schematics made it look nice and neat
Devlog #9?: Redesigned the desk mount simpler and efficient looked at the print time for all componenets 1Day and change brother thats too much i hope the design is one good so i dont have to make iterations when i order it
Devlog #10: Finally made the github repo and the readme looking really sick i hope the 3d print comes out exactly how i think it would It has been an awesome journey...
|
1793048124.8204484
|
1793652924.8204484
|
|
65806
|
THE sbc Phone by @Bhavyadeep | Stardance
|
Bhavyadeep
|
0
|
0.76
|
0
|
[]
|
[{"post_id": 73691, "ts": "202 [{"post_id": 73691, "ts": "2026-09-25T18:21:37Z", "hours": 0.76, "text": "yess i have started the project and designed some things in cad will design a pcb also so to see that follow along"}]...
|
Title: THE sbc Phone by @Bhavyadeep | Stardance
D Title: THE sbc Phone by @Bhavyadeep | Stardance
Devlogs:
yess i have started the project and designed some things in cad will design a pcb also so to see that follow along...
|
1793091142.4960344
|
1793695942.4960344
|
|
65800
|
ESP 32 BASED Gamepad by @IsoVoir | Stardance
|
IsoVoir
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:33:10Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make a ESP 32 BASED BLE Gamepad. It was challenging because it is difficult to access the game pairing with BLE with lots of complexities makes me driven more mad. I am proud of nothing because it is just a prototype and it can be more efficient if i get funding. People can test either by my way approach or took help with GPT and I also gave them the Youtube video link which makes me curious to make this Gamepad", "repo": "https://github.com/kumarishan0825/MYESP32-BLE-GAMEPAD", "demo": ""}]...
|
[{"post_id": 73696, "ts": "202 [{"post_id": 73696, "ts": "2026-09-25T18:44:22Z", "hours": 0.2853, "text": "It was one of my Favourite projects , presenting “ESP32 GAMEPAD”"}]...
|
Title: ESP 32 BASED Gamepad by @IsoVoir | Stardanc Title: ESP 32 BASED Gamepad by @IsoVoir | Stardance
Devlogs:
It was one of my Favourite projects , presenting “ESP32 GAMEPAD”
Ships:
I make a ESP 32 BASED BLE Gamepad. It was challenging because it is difficult to access the game pairing with BLE with lots of complexities makes me driven more mad. I am proud of nothing because it is just a prototype and it can be more efficient if i get funding. People can test either by my way approach or took help with GPT and I also gave them the Youtube video link which makes me curious to make this Gamepad...
|
1792965194.2408257
|
1793829194.2408257
|
|
985
|
Starventure by @averyocean65 | Stardance
|
averyocean65
|
0
|
16.81
|
0
|
[]
|
[{"post_id": 7370, "ts": "2026 [{"post_id": 7370, "ts": "2026-06-12T09:00:57Z", "hours": 1.3567, "text": "I can’t find a solution that works for me with the default Unity Rigidbody system. So I have an idea.. What if I write my own? I could write my own physics system so I can have more control over how the velocity is calculated in an object. But, then I’d also need to do my own collision system logic, so I’ve been thinking… what if I make this game with a bareknuckles engine, like raylib? It honestly feels like it might be easier for me, since it would load and run faster than Unity, use way less resources which would let me develop quicker on my laptop. One can maybe see the Unity project as a prototype. It served the purpose of showcasing that I can figure out the necessities for making a game of this caliber, and to show me how much I dislike Unity’s physics system for this sort of work, especially with how my laptop interacts with Unity. I’m gonna look into a new engine for this project. And worst case, I’ll write one myself. Maybe I’ll just write my own physics engine in Unity so I can keep the comfort features of the engine. We’ll see. Happy coding."}, {"post_id": 5167, "ts": "2026-06-08T21:00:18Z", "hours": 1.1794, "text": "Phew, this took me a while, mainly because my school laptop is slow as heck! But, hey, now you can have rotating objects! As seen here, the player stays aligned with the object until it leaves the confines of the “atmosphere” of the spaceship, where you can then see the spaceship swing around the planet in an ellipse shape as it spins! How much fun! I also fixed a fix I made for the visitor system, as well as changing the crosshair (I’ll be adding interactables soon and so I want to have different crosshairs for when you can interact with something and when you can’t). Oh, and, I fixed the realignment code for the player to snap the player to the desired gravity after the while-loop is complete. This is mainly so if I adjust the realignment speed to something ridiculous that it will still result in the correct gravity being set. Anyhow, that is all for now. Have a lovely day fellas, and I hope me being sick doesn’t interfere with the development of this too much. Tomorrow I want to add interactables and an inventory system, although I should probably focus on the player movement rewrite. I guess we’ll see! Happy coding!"}, {"post_id": 4514, "ts": "2026-06-07T21:03:32Z", "hours": 2.7433, "text": "So, I’ve been working on two very cool things for Starventure in the past few days. First off, a sprinting system! Fairly obvious, you can sprint and you can drain stamina, just like the jetpack. Easy as that! Speaking of stamina, I changed the DepletableResource script to only accept drainers, because trying to balance drainers and restorers became very confusing and inefficient when you only had two systems using the same resource, so I fixed that, yay! I have also abstracted a good chunk of the gravity/planet system, so now we can have cool things such as homogeneous gravity fields! This is, as you can see, going to be used in space stations, because.. well it’d be weird if your gravity was spherical whilst you were standing on a plane, right? I’d definitely say so. So, what’s up next? Well, I do wanna work more on the player controller to fix a bug that’s been plaguing me a good deal ever since I made the player force-based, when I limit the player gravity, I also limit the fall speed and jetpack force of the player! This wouldn’t be an issue if I was using regular gravity systems, but due to the complexity of gravity that is ever-changing and affects multiple axes at times, I’ll have to think of a solution. My main idea right now is to either get rid of acceleration forces and only move the player through impulses, which means there’s no need for a speed limiter, or something else. Or calculating the actual gravity velocity at runtime and approximating the raw movement forces. Or maybe I just calculate the forces right then and there and call rb.AddForce with ForceMode.VelocityChange at each FixedUpdate call once.. … that last one seems the most doable. I’ll keep y’all in the loop. For now, I’ll work a bit on the camera rotation system, since travelling between gravity sources while your camera is rotating is… not fun. See y’all!"}, {"post_id": 2399, "ts": "2026-06-04T21:10:44Z", "hours": 3.3364, "text": "Alright, let’s do this. So, as I promised, I finally did something about the horrendous visuals of the past devlogs. Now, it’s still not the prettiest game ever, but I think the textures I got from ambientCG definitely make this more pleasing to look at! Also, I revamped the player movement and jumping… why? Because moving on moving planets didn’t work at all! So, now the player movement mainly consists of a bunch of wacky _rb.AddForce(…) calls, as well as a somewhat janky speed limiter that I definitely have to work on, or… I could call the slow falling speed a feature… let’s do that, it’s a feature of the jetpack now. Also, as I just mentioned, the jump has been replaced by a jetback! Now you can float around a planet… until your stamina (or fuel) runs out. Oh, right, that blue bar in the top left of the game view is the stamina bar, just incase you had no idea what it’s there for. So all of that definitely took me a considerable amount of time, especially since I had to wrap my mind around how I wanna handle jumping and gravity and limiting the player’s speed all at the same time. The system isn’t perfect, but, eh, screw it. Good enough. Now I will head off, talk with some friends, and maybe code more after that. But for now, I’m gonna take a break until tomorrow. Happy coding! And remember that you are all awesome!"}, {"post_id": 1703, "ts": "2026-06-03T21:20:38Z", "hours": 1.0617, "text": "Welp, this took me longer than I want to admit, but… you can finally jump between planets without your player’s view suddenly snapping and disorienting you. Now it still disorients you, but smoothly~ I’m very happy with how this is turning out and I am honestly just so glad I finally have this working, it was such a major headache. I really, really, wanted to use DOTween for this, but for the sake of me I cannot figure out how to make it work properly, actually writing this I have an idea. I’m gonna try that, but for now, I’m using a regular coroutine. Now, I’m getting bored of looking at these bland cubes, spheres and this default skybox. I wanna make it feel more like space. Time for dev art! Happy coding!"}, {"post_id": 1671, "ts": "2026-06-03T20:13:49Z", "hours": 2.2319, "text": "Alright, more stuff to showcase! This time I worked on an orbiting system, so I can make stuff spin around other stuff, how neat! I’m mainly going to be using this system for stuff like space stations, which I’ll add later on in development, or moons. Also, since I made it so the orbit ellipse is actually an ellipse! Which means I could make a full on solar system! I am planning to do that, btw, I made a whole visitor system which parents StellarObjects like the player or scrap you might drag along with you to the player they’re currently on (which is determind by if they’ve collided with the AtmosphereCollider). So, hey. Things are looking pretty good, if I do say so myself. Now, I’m gonna go fix up the system for changing the player rotation when you jump between planets. Happy coding!"}, {"post_id": 827, "ts": "2026-06-02T14:50:19Z", "hours": 3.2586, "text": "Alright! More stuff to showcase! Been doing lots of work on the player controller today, mainly trying to figure out how the heck to make it function properly. My first approach was to make a Rigidbody player controller like I did lots of times for my (failed) FPS projects. However, that resulted in my character either not moving, or slingshotting at mach 10 across space. And since it’s encouraged to post hilarious fails, here you go. First attachment is exactly that lol. Doing some research, I found that you can also move Rigidbody players via Rigidbody.MovePosition(…), so I opted for that instead. Then I added a jump, then some ground detection, and also (finally) a look controller so you can look around. Honestly, pretty proud of my work so far. Only issue is that at the very top of planets, your player gets locked into place and all they can do is spin uncontrollably. But, that’s an issue I’m going to fix soon, as well as some small visuals, like a better skybox. Also, you can hop between planets! I haven’t added camera smoothing to it yet, but it’s still super cool to do. Jumping off a planet’s atmosphere just to fly into another’s… so much fun! Maybe you’ll be able to do that with asteroids in the future or something… We’ll see! For now, thanks for reading, and happy coding!"}, {"post_id": 344, "ts": "2026-06-01T17:26:08Z", "hours": 0.4478, "text": "I added custom gravity, yay! It was honestly weirdly simple. The most complex part of it was honestly calculating the gravity vector for the rigidbody class. But now, I can have my cubes falling onto a planet, or even cruising through zero G! This is such a small thing, but it’s so exciting for me. Time to work on the player controller!"}, {"post_id": 226, "ts": "2026-06-01T10:34:39Z", "hours": 0.8183, "text": "Ok, I’ve been working on getting the StellarRigidbodies to detect when they enter a planet. For that I made a brand new AtmosphereCollider class, as well as a new tag, just so thinks set themselves up automatically. Now I just need to calculate the gravity vector and somehow apply it on the rigidbody and we should have (very basic) planet gravity working! Yay! Thanks for reading, and happy coding!"}, {"post_id": 217, "ts": "2026-06-01T09:36:53Z", "hours": 0.3786, "text": "Hello there! I’ve just started work on a project I’ve been meaning to work on for a long time… Starventure! Starventure is going to be a survival-sandbox game where you can explore procedurally generated space, like in No Man’s Sky! You’ll have to fly down to new planets to keep yourself alive, whilst also building settlements in the orbits of planets. Or at least, that’s the hope! Right now I’ve got a simple visualizer and outline for the PlanetGravity class working, soon this class will be used by StellarRigidbodies to figure out what kind of gravity should be applied to a physics object. Let’s hope this goes well, and happy coding! (also happy pride month!)"}]...
|
Title: Starventure by @averyocean65 | Stardance
D Title: Starventure by @averyocean65 | Stardance
Devlogs:
Hello there! I’ve just started work on a project I’ve been meaning to work on for a long time… Starventure! Starventure is going to be a survival-sandbox game where you can explore procedurally generated space, like in No Man’s Sky! You’ll have to fly down to new planets to keep yourself alive, whilst also building settlements in the orbits of planets. Or at least, that’s the hope! Right now I’ve got a simple visualizer and outline for the PlanetGravity class working, soon this class will be used by StellarRigidbodies to figure out what kind of gravity should be applied to a physics object. Let’s hope this goes well, and happy coding! (also happy pride month!)
Ok, I’ve been working on getting the StellarRigidbodies to detect when they enter a planet. For that I made a brand new AtmosphereCollider class, as well as a new tag, just so thinks set themselves up automatically. Now I just need to calculate the gravity vector and somehow apply it on the rigidbody and we should have (very basic) planet gravity working! Yay! Thanks for reading, and happy coding!
I added custom gravity, yay! It was honestly weirdly simple. The most complex part of it was honestly calculating the gravity vector for the rigidbody class. But now, I can have my cubes falling onto a planet, or even cruising through zero G! This is such a small thing, but it’s so exciting for me. Time to work on the player controller!
Alright! More stuff to showcase! Been doing lots of work on the player controller today, mainly trying to figure out how the heck to make it function properly. My first approach was to make a Rigidbody player controller like I did lots of times for my (failed) FPS projects. However, that resulted in my character either not moving, or slingshotting at mach 10 across space. And since it’s encouraged to post hilarious fails, here you go. First attachment is exactly that lol. Doing some research, I found that you can also move Rigidbody players via Rigidbody.MovePosition(…), so I opted for that instead. Then I added a jump, then some ground detection, and also (finally) a look controller so you can look around. Honestly, pretty proud of my work so far. Only issue is that at the very top of planets, your player gets locked into place and all they can do is spin uncontrollably. But, that’s an issue I’m going to fix soon, as well as some small visuals, like a better skybox. Also, you can hop between planets! I haven’t added camera smoothing to it yet, but it’s still super cool to do. Jumping off a planet’s atmosphere just to fly into another’s… so much fun! Maybe you’ll be able to do that with asteroids in the future or something… We’ll see! For now, thanks for reading, and happy coding!
Alright, more stuff to showcase! This time I worked on an orbiting system, so I can make stuff spin around other stuff, how neat! I’m mainly going to be using this system for stuff like space stations, which I’ll add later on in development, or moons. Also, since I made it so the orbit ellipse is actually an ellipse! Which means I could make a full on solar system! I am planning to do that, btw, I made a whole visitor system which parents StellarObjects like the player or scrap you might drag along with you to the player they’re currently on (which is determind by if they’ve collided with the AtmosphereCollider). So, hey. Things are looking pretty good, if I do say so myself. Now, I’m gonna go fix up the system for changing the player rotation when you jump between planets. Happy coding!
Welp, this took me longer than I want to admit, but… you can finally jump between planets without your player’s view suddenly snapping and disorienting you. Now it still disorients you, but smoothly~ I’m very happy with how this is turning out and I am honestly just so glad I finally have this working, it was such a major headache. I really, really, wanted to use DOTween for this, but for the sake of me I cannot figure out how to make it work properly, actually writing this I have an idea. I’m gonna try that, but for now, I’m using a regular coroutine. Now, I’m getting bored of looking at these bland cubes, spheres and this default skybox. I wanna make it feel more like space. Time for dev art! Happy coding!
Alright, let’s do this. So, as I promised, I finally did something about the horrendous visuals of the past devlogs. Now, it’s still not the prettiest game ever, but I think the textures I got from ambientCG definitely make this more pleasing to look at! Also, I revamped the player movement and jumping… why? Because moving on moving planets didn’t work at all! So, now the player movement mainly consists of a bunch of wacky _rb.AddForce(…) calls, as well as a somewhat janky speed limiter that I definitely have to work on, or… I could call the slow falling speed a feature… let’s do that, it’s a feature of the jetpack now. Also, as I just mentioned, the jump has been replaced by a jetback! Now you can float around a planet… until your stamina (or fuel) runs out. Oh, right, that blue bar in the top left of the game view is the stamina bar, just incase you had no idea what it’s there for. So all of that definitely took me a considerable amount of time, especially since I had to wrap my mind around how I wanna handle jumping and gravity and limiting the player’s speed all at the same time. The system isn’t perfect, but, eh, screw it. Good enough. Now I will head off, talk with some friends, and maybe code more after that. But for now, I’m gonna take a break until tomorrow. Happy coding! And remember that you are all awesome!
So, I’ve been working on two very cool things for Starventure in the past few days. First off, a sprinting system! Fairly obvious, you can sprint and you can drain stamina, just like the jetpack. Easy as that! Speaking of stamina, I changed the DepletableResource script to only accept drainers, because trying to balance drainers and restorers became very confusing and inefficient when you only had two systems using the same resource, so I fixed that, yay! I have also abstracted a good chunk of the gravity/planet system, so now we can have cool things such as homogeneous gravity fields! This is, as you can see, going to be used in space stations, because.. well it’d be weird if your gravity was spherical whilst you were standing on a plane, right? I’d definitely say so. So, what’s up next? Well, I do wanna work more on the player controller to fix a bug that’s been plaguing me a good deal ever since I made the player force-based, when I limit the player gravity, I also limit the fall speed and jetpack force of the player! This wouldn’t be an issue if I was using regular gravity systems, but due to the complexity of gravity that is ever-changing and affects multiple axes at times, I’ll have to think of a solution. My main idea right now is to either get rid of acceleration forces and only move the player through impulses, which means there’s no need for a speed limiter, or something else. Or calculating the actual gravity velocity at runtime and approximating the raw movement forces. Or maybe I just calculate the forces right then and there and call rb.AddForce with ForceMode.VelocityChange at each FixedUpdate call once.. … that last one seems the most doable. I’ll keep y’all in the loop. For now, I’ll work a bit on the camera rotation system, since travelling between gravity sources while your camera is rotating is… not fun. See y’all!
Phew, this took me a while, mainly because my school laptop is slow as heck! But, hey, now you can have rotating objects! As seen here, the player stays aligned with the object until it leaves the confines of the “atmosphere” of the spaceship, where you can then see the spaceship swing around the planet in an ellipse shape as it spins! How much fun! I also fixed a fix I made for the visitor system, as well as changing the crosshair (I’ll be adding interactables soon and so I want to have different crosshairs for when you can interact with something and when you can’t). Oh, and, I fixed the realignment code for the player to snap the player to the desired gravity after the while-loop is complete. This is mainly so if I adjust the realignment speed to something ridiculous that it will still result in the correct gravity being set. Anyhow, that is all for now. Have a lovely day fellas, and I hope me being sick doesn’t interfere with the development of this too much. Tomorrow I want to add interactables and an inventory system, although I should probably focus on the player movement rewrite. I guess we’ll see! Happy coding!
I can’t find a solution that works for me with the default Unity Rigidbody system. So I have an idea.. What if I write my own? I could write my own physics system so I can have more control over how the velocity is calculated in an object. But, then I’d also need to do my own collision system logic, so I’ve been thinking… what if I make this game with a bareknuckles engine, like raylib? It honestly feels like it might be easier for me, since it would load and run faster than Unity, use way less resources which would let me develop quicker on my laptop. One can maybe see the Unity project as a prototype. It served the purpose of showcasing that I can figure out the necessities for making a game of this caliber, and to show me how much I dislike Unity’s physics system for this sort of work, especially with how my laptop interacts with Unity. I’m gonna look into a new engine for this project. And worst case, I’ll write one myself. Maybe I’ll just write my own physics engine in Unity so I can keep the comfort features of the engine. We’ll see. Happy coding....
|
1793242328.908607
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1793847128.908607
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65578
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4*65w Desktop PD Charger w/ Current & Voltage 4*65w Desktop PD Charger w/ Current & Voltage Sensing by @OakTree | Stardance...
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OakTree
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0
|
3.11
|
0
|
[]
|
[{"post_id": 73700, "ts": "202 [{"post_id": 73700, "ts": "2026-09-25T18:48:32Z", "hours": 3.1108, "text": "I’m working on making a Power Delivery charger with current/voltage sensing and a VFD display. Just finished up the schematic I think, just waiting for some parts to arrive so I can design the footprint for them."}]...
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Title: 4*65w Desktop PD Charger w/ Current & V Title: 4*65w Desktop PD Charger w/ Current & Voltage Sensing by @OakTree | Stardance
Devlogs:
I’m working on making a Power Delivery charger with current/voltage sensing and a VFD display. Just finished up the schematic I think, just waiting for some parts to arrive so I can design the footprint for them....
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1793087747.3737981
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1793692547.3737981
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65177
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receipt-stardance by @kaxokaze | Stardance
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kaxokaze
|
0
|
1.08
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0
|
[]
|
[{"post_id": 73704, "ts": "202 [{"post_id": 73704, "ts": "2026-09-25T18:55:47Z", "hours": 1.0825, "text": "issssSPIDERMANNN issssSPIDERMANNN. checkout now:"}]...
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Title: receipt-stardance by @kaxokaze | Stardance
Title: receipt-stardance by @kaxokaze | Stardance
Devlogs:
issssSPIDERMANNN issssSPIDERMANNN. checkout now:...
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1793084039.816749
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1793688839.816749
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47657
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AI-adaptive resources curator by @dhruvanshjariwal AI-adaptive resources curator by @dhruvanshjariwala | Stardance...
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dhruvanshjariwala
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1
|
19.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:04:03Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "An AI-powered adaptive learning platform built with Python (FastAPI/LangChain) and a modern Tailwind CSS dashboard. Features real-time diagnostic assessments, dynamic quiz generation, interactive choice cards, and an integrated AI tutor.", "repo": "https://github.com/codemaster010pro/AI_web", "demo": "https://ai-web-frontend.onrender.com"}]...
|
[{"post_id": 73705, "ts": "202 [{"post_id": 73705, "ts": "2026-09-25T19:02:53Z", "hours": 4.9428, "text": "finally its live you can try my web app and know your learning pattern and ask for resources according to your learning preference"}, {"post_id": 52394, "ts": "2026-08-22T14:48:17Z", "hours": 1.5994, "text": "backend is done"}, {"post_id": 49416, "ts": "2026-08-18T07:40:15Z", "hours": 0.9669, "text": "create a database for the web app"}, {"post_id": 49097, "ts": "2026-08-17T18:38:01Z", "hours": 4.8256, "text": "finally quiz part is done now its time to work on database to store that user info and later i will make a chatbot which will serve as a main sit where will be provided resources. msg me if you think that any improvements which will be good!!"}, {"post_id": 46703, "ts": "2026-08-14T04:27:46Z", "hours": 6.7456, "text": "just made langgraph tools for resource scrapping like documentation, yt video etc and it also check yt url the user have given"}]...
|
Title: AI-adaptive resources curator by @dhruvansh Title: AI-adaptive resources curator by @dhruvanshjariwala | Stardance
Devlogs:
just made langgraph tools for resource scrapping like documentation, yt video etc and it also check yt url the user have given
finally quiz part is done now its time to work on database to store that user info and later i will make a chatbot which will serve as a main sit where will be provided resources. msg me if you think that any improvements which will be good!!
create a database for the web app
backend is done
finally its live you can try my web app and know your learning pattern and ask for resources according to your learning preference
Ships:
An AI-powered adaptive learning platform built with Python (FastAPI/LangChain) and a modern Tailwind CSS dashboard. Features real-time diagnostic assessments, dynamic quiz generation, interactive choice cards, and an integrated AI tutor....
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1793339346.586392
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1793425746.586392
|
|
64482
|
AI To Do List by @Avetisyan | Stardance
|
Avetisyan
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:17:12Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? I built a web app that turns any goal into a structured to-do list. Type “prepare for a C++ exam” - gpt-4o-mini breaks it into 4–8 specific tasks with priorities, time estimates, and dependencies. Interactive cards, live progress, localStorage persistence. Frontend on GitHub Pages, backend on Render. What was challenging? Getting the AI to produce specific tasks, not vague ones. My first prompts returned “Do research” - useless. I fixed it with prompt engineering and Structured Outputs (strict JSON schema). Also CORS between GitHub Pages and Render, and restoring checkbox state on reload. What am I proud of? The AI actually adapts - same prompt, totally different plans for JavaScript, C++, or a birthday party. And the API key stays on the server, never in the browser. Full stack works together - this is a real deployed product. What should people know? Link: https://osnacc.github.io/AI-To-Do/ The first request may take up to 60 seconds - Render free tier sleeps. Wait out the spinner; next requests are fast. Try different goal types, click checkboxes, reload the page to test persistence.", "repo": "https://github.com/osnacc/AI-To-Do", "demo": "https://osnacc.github.io/AI-To-Do/"}]...
|
[{"post_id": 73707, "ts": "202 [{"post_id": 73707, "ts": "2026-09-25T19:06:35Z", "hours": 3.2622, "text": "Devlog 4 Turn any goal written in natural language into a structured, actionable to-do list. Powered by OpenAI. Progress Done It’s the final development session. The app is fully deployed and working end-to-end: user opens the GitHub Pages link, types any goal, gets back a structured AI-generated plan as task cards, checks off tasks, and the whole state persists in the browser. I finished the interaction layer (progress bar, statistics, localStorage persistence, clear plan) and polished the UI with animations, hover states, and an empty state. The project is now feature-complete. Features Added/Worked on Progress bar with smooth width animation on checkbox click Task counter ( 3 / 8 tasks completed ) and live percentage Total estimated time calculated from all tasks Priority statistics (High / Medium / Low counts) Save full plan + checkbox state to localStorage Automatic restore of plan and checked tasks on page reload Clear Plan button to wipe localStorage and return to empty state Empty state hint shown when no plan exists Card hover effect with subtle right shift Card fade-in animation on first render Fixed localStorage edge cases with try / catch Added data-task-id on cards for reliable state restoration What new I learnt I learnt how localStorage works and why JSON.stringify / JSON.parse are required I learnt why localStorage access must be wrapped in try / catch (private mode, quota) I learnt how to restore UI state from storage on page load I learnt how CSS animations work with animation-delay for staggered effects I learnt that CSS specificity matters when the same class is styled twice I learnt how to design an empty state that guides the user I learnt how data-task-id attributes bridge DOM and app state I learnt to keep the app resilient: even if one part fails, the rest keeps working Try It Live Demo - fully working, backend on Render Note: the first request may take up to 1 minute while the free Render instance wakes up. Subsequent requests are fast."}, {"post_id": 72385, "ts": "2026-09-22T20:03:33Z", "hours": 3.4114, "text": "Devlog 3 Turn any goal written in natural language into a structured, actionable to-do list. Powered by OpenAI. Progress Done It’s the 7th hour into the project, and the app is now fully deployed and working end-to-end in the browser. A user opens the GitHub Pages link, types any goal, and the frontend sends a request to a live backend on Render, which calls gpt-4o-mini and returns structured task cards rendered on the page. I have connected OpenAI with Structured Outputs, added validation, loading and error states, interactive checkboxes, and deployed the backend with CORS configured for GitHub Pages. Features Added/Worked on Connected OpenAI gpt-4o-mini with Structured Outputs (JSON Schema) Created openai.js as an isolated module for the model call Added POST /api/generate with validation (non-empty string, max 500 chars) Added error mapping for 401, 429 and generic failures System prompt tuned to produce specific, actionable tasks with priorities, time estimates, and dependencies Rendered task cards with priority-colored left border, priority badge and estimated time Added interactive checkboxes with completed state (dimmed + strikethrough) Added live character counter for the textarea Added loading spinner and error box Deployed backend to Render (Free tier) with OPENAI_API_KEY as an environment variable Added CORS middleware allowing requests from GitHub Pages and localhost Configured frontend to switch API base URL between localhost and Render What new I learnt I learnt how Structured Outputs work in the OpenAI API (strict schema, additionalProperties) I learnt why API keys must live in .env on the server and never in frontend code I learnt that fetch does not throw on HTTP 4xx/5xx - you have to check response.ok manually I learnt how try / catch / finally works for cleaning up UI state on errors I learnt BEM-style class naming for state variants (taskCard–done) I learnt building DOM with createElement + appendChild instead of innerHTML (safer, no XSS) I learnt how CORS works and why browsers block cross-origin requests by default I learnt how to deploy a Node.js backend to Render and connect it to a static frontend on GitHub Pages Try It Live Demo - fully working, backend on Render First Generate can be until 1 minute wait please until server will wake up ;)"}, {"post_id": 72137, "ts": "2026-09-22T09:03:29Z", "hours": 1.5725, "text": "AI To Do List Turn any goal written in natural language into a structured, actionable to-do list. Powered by OpenAI. What works now Frontend UI: gradient header, glassmorphism goal card, textarea, “Generate Plan” button Live character counter (updates on every keystroke) Loading spinner while waiting for the backend Error box for empty input, auto-clears on retry Backend: Express server serving /docs and exposing GET /api/health POST /api/generate - validates the goal (non-empty, max 500 chars) and returns a hardcoded JSON plan with three tasks GitHub Pages previews the static UI No AI yet - the endpoint exists so the data shape and client flow can be tested first. What’s next Connect OpenAI gpt-4o-mini with Structured Outputs (JSON Schema) Replace the fake response in /api/generate with a real model call Replace the frontend placeholder with a real fetch() to the backend Render task cards: title, description, priority, time, dependencies Checkbox + progress bar + total time Priority statistics Save plan to localStorage Polish, mobile pass, deploy Stack Frontend: HTML, CSS, vanilla JS Backend: Node.js, Express 5 AI: OpenAI gpt-4o-mini, Structured Outputs (planned) Persistence: localStorage (planned) Preview: GitHub Pages ( /docs ) Try It Live Demo - UI only, backend not connected yet"}, {"post_id": 71840, "ts": "2026-09-21T17:02:52Z", "hours": 2.8661, "text": "AI To Do List Turn any goal written in natural language into a structured, actionable to-do list. Powered by OpenAI. Progress Project restructured into a single directory layout Frontend UI finished: gradient header, glassmorphism card with textarea, static character counter, “Generate Plan” button, hidden loading/error/dashboard sections server.js - Express server, serves /docs , exposes GET /api/health package.json - scripts start / dev , deps: express, dotenv, openai .env.example - template for PORT and OPENAI_API_KEY .gitignore - protects .env and node_modules/ docs/style.css - dark theme, gradients, glass cards, responsive GitHub Pages previews the UI from docs/ No AI yet - that comes next. Goal Remove the “where do I start?” problem. A user types any goal - “build a portfolio website”, “prepare for a C++ exam”, “organize a birthday party” - and gets back a concrete, ordered list of tasks with priorities, time estimates, and dependencies. The AI must not just rephrase the goal. It must decompose it into specific, actionable steps. Stack Frontend: HTML, CSS, vanilla JS Backend: Node.js, Express 5 AI: OpenAI gpt-4o-mini, Structured Outputs Persistence: localStorage (planned) Preview: GitHub Pages ( /docs ) Try It Live Demo - UI only, backend not connected yet"}]...
|
Title: AI To Do List by @Avetisyan | Stardance
De Title: AI To Do List by @Avetisyan | Stardance
Devlogs:
AI To Do List Turn any goal written in natural language into a structured, actionable to-do list. Powered by OpenAI. Progress Project restructured into a single directory layout Frontend UI finished: gradient header, glassmorphism card with textarea, static character counter, “Generate Plan” button, hidden loading/error/dashboard sections server.js - Express server, serves /docs , exposes GET /api/health package.json - scripts start / dev , deps: express, dotenv, openai .env.example - template for PORT and OPENAI_API_KEY .gitignore - protects .env and node_modules/ docs/style.css - dark theme, gradients, glass cards, responsive GitHub Pages previews the UI from docs/ No AI yet - that comes next. Goal Remove the “where do I start?” problem. A user types any goal - “build a portfolio website”, “prepare for a C++ exam”, “organize a birthday party” - and gets back a concrete, ordered list of tasks with priorities, time estimates, and dependencies. The AI must not just rephrase the goal. It must decompose it into specific, actionable steps. Stack Frontend: HTML, CSS, vanilla JS Backend: Node.js, Express 5 AI: OpenAI gpt-4o-mini, Structured Outputs Persistence: localStorage (planned) Preview: GitHub Pages ( /docs ) Try It Live Demo - UI only, backend not connected yet
AI To Do List Turn any goal written in natural language into a structured, actionable to-do list. Powered by OpenAI. What works now Frontend UI: gradient header, glassmorphism goal card, textarea, “Generate Plan” button Live character counter (updates on every keystroke) Loading spinner while waiting for the backend Error box for empty input, auto-clears on retry Backend: Express server serving /docs and exposing GET /api/health POST /api/generate - validates the goal (non-empty, max 500 chars) and returns a hardcoded JSON plan with three tasks GitHub Pages previews the static UI No AI yet - the endpoint exists so the data shape and client flow can be tested first. What’s next Connect OpenAI gpt-4o-mini with Structured Outputs (JSON Schema) Replace the fake response in /api/generate with a real model call Replace the frontend placeholder with a real fetch() to the backend Render task cards: title, description, priority, time, dependencies Checkbox + progress bar + total time Priority statistics Save plan to localStorage Polish, mobile pass, deploy Stack Frontend: HTML, CSS, vanilla JS Backend: Node.js, Express 5 AI: OpenAI gpt-4o-mini, Structured Outputs (planned) Persistence: localStorage (planned) Preview: GitHub Pages ( /docs ) Try It Live Demo - UI only, backend not connected yet
Devlog 3 Turn any goal written in natural language into a structured, actionable to-do list. Powered by OpenAI. Progress Done It’s the 7th hour into the project, and the app is now fully deployed and working end-to-end in the browser. A user opens the GitHub Pages link, types any goal, and the frontend sends a request to a live backend on Render, which calls gpt-4o-mini and returns structured task cards rendered on the page. I have connected OpenAI with Structured Outputs, added validation, loading and error states, interactive checkboxes, and deployed the backend with CORS configured for GitHub Pages. Features Added/Worked on Connected OpenAI gpt-4o-mini with Structured Outputs (JSON Schema) Created openai.js as an isolated module for the model call Added POST /api/generate with validation (non-empty string, max 500 chars) Added error mapping for 401, 429 and generic failures System prompt tuned to produce specific, actionable tasks with priorities, time estimates, and dependencies Rendered task cards with priority-colored left border, priority badge and estimated time Added interactive checkboxes with completed state (dimmed + strikethrough) Added live character counter for the textarea Added loading spinner and error box Deployed backend to Render (Free tier) with OPENAI_API_KEY as an environment variable Added CORS middleware allowing requests from GitHub Pages and localhost Configured frontend to switch API base URL between localhost and Render What new I learnt I learnt how Structured Outputs work in the OpenAI API (strict schema, additionalProperties) I learnt why API keys must live in .env on the server and never in frontend code I learnt that fetch does not throw on HTTP 4xx/5xx - you have to check response.ok manually I learnt how try / catch / finally works for cleaning up UI state on errors I learnt BEM-style class naming for state variants (taskCard–done) I learnt building DOM with createElement + appendChild instead of innerHTML (safer, no XSS) I learnt how CORS works and why browsers block cross-origin requests by default I learnt how to deploy a Node.js backend to Render and connect it to a static frontend on GitHub Pages Try It Live Demo - fully working, backend on Render First Generate can be until 1 minute wait please until server will wake up ;)
Devlog 4 Turn any goal written in natural language into a structured, actionable to-do list. Powered by OpenAI. Progress Done It’s the final development session. The app is fully deployed and working end-to-end: user opens the GitHub Pages link, types any goal, gets back a structured AI-generated plan as task cards, checks off tasks, and the whole state persists in the browser. I finished the interaction layer (progress bar, statistics, localStorage persistence, clear plan) and polished the UI with animations, hover states, and an empty state. The project is now feature-complete. Features Added/Worked on Progress bar with smooth width animation on checkbox click Task counter ( 3 / 8 tasks completed ) and live percentage Total estimated time calculated from all tasks Priority statistics (High / Medium / Low counts) Save full plan + checkbox state to localStorage Automatic restore of plan and checked tasks on page reload Clear Plan button to wipe localStorage and return to empty state Empty state hint shown when no plan exists Card hover effect with subtle right shift Card fade-in animation on first render Fixed localStorage edge cases with try / catch Added data-task-id on cards for reliable state restoration What new I learnt I learnt how localStorage works and why JSON.stringify / JSON.parse are required I learnt why localStorage access must be wrapped in try / catch (private mode, quota) I learnt how to restore UI state from storage on page load I learnt how CSS animations work with animation-delay for staggered effects I learnt that CSS specificity matters when the same class is styled twice I learnt how to design an empty state that guides the user I learnt how data-task-id attributes bridge DOM and app state I learnt to keep the app resilient: even if one part fails, the rest keeps working Try It Live Demo - fully working, backend on Render Note: the first request may take up to 1 minute while the free Render instance wakes up. Subsequent requests are fast.
Ships:
What did I make? I built a web app that turns any goal into a structured to-do list. Type “prepare for a C++ exam” - gpt-4o-mini breaks it into 4–8 specific tasks with priorities, time estimates, and dependencies. Interactive cards, live progress, localStorage persistence. Frontend on GitHub Pages, backend on Render. What was challenging? Getting the AI to produce specific tasks, not vague ones. My first prompts returned “Do research” - useless. I fixed it with prompt engineering and Structured Outputs (strict JSON schema). Also CORS between GitHub Pages and Render, and restoring checkbox state on reload. What am I proud of? The AI actually adapts - same prompt, totally different plans for JavaScript, C++, or a birthday party. And the API key stays on the server, never in the browser. Full stack works together - this is a real deployed product. What should people know? Link: https://osnacc.github.io/AI-To-Do/ The first request may take up to 60 seconds - Render free tier sleeps. Wait out the spinner; next requests are fast. Try different goal types, click checkboxes, reload the page to test persistence....
|
1793213595.0251493
|
1793299995.0251493
|
|
65811
|
Mighty Travels by @M4S | Stardance
|
M4S
|
0
|
1.93
|
0
|
[]
|
[{"post_id": 73709, "ts": "202 [{"post_id": 73709, "ts": "2026-09-25T19:09:03Z", "hours": 1.9261, "text": "This is the project i was working for one of my client and it went pretty well as i created the design by my self of the site insted of relying on some ai and it is one of the coolest thing i have done ngl"}]...
|
Title: Mighty Travels by @M4S | Stardance
Devlogs Title: Mighty Travels by @M4S | Stardance
Devlogs:
This is the project i was working for one of my client and it went pretty well as i created the design by my self of the site insted of relying on some ai and it is one of the coolest thing i have done ngl...
|
1793091147.861253
|
1793695947.861253
|
|
58597
|
macropad by @Elia_Piagentini | Stardance
|
Elia_Piagentini
|
0
|
6.68
|
0
|
[]
|
[{"post_id": 73720, "ts": "202 [{"post_id": 73720, "ts": "2026-09-25T19:37:20Z", "hours": 0.9819, "text": "readme is done"}, {"post_id": 68262, "ts": "2026-09-14T19:58:33Z", "hours": 0.2833, "text": "now even better"}, {"post_id": 66904, "ts": "2026-09-12T21:12:09Z", "hours": 0.3333, "text": "finally shipped"}, {"post_id": 66172, "ts": "2026-09-11T20:37:07Z", "hours": 0.4, "text": "ready for shipping"}, {"post_id": 65587, "ts": "2026-09-10T20:27:47Z", "hours": 0.3, "text": "now compiling"}, {"post_id": 65006, "ts": "2026-09-09T19:52:39Z", "hours": 0.5667, "text": "almost done with the firmware"}, {"post_id": 64664, "ts": "2026-09-09T07:40:33Z", "hours": 0.4192, "text": "now finally started with the qmk firmware"}, {"post_id": 63622, "ts": "2026-09-07T15:26:15Z", "hours": 2.3003, "text": "finally the case is done"}, {"post_id": 62752, "ts": "2026-09-06T08:34:04Z", "hours": 0.4833, "text": "now making the case"}, {"post_id": 62427, "ts": "2026-09-05T19:30:18Z", "hours": 0.6169, "text": "currently working on the hackpad"}]...
|
Title: macropad by @Elia_Piagentini | Stardance
D Title: macropad by @Elia_Piagentini | Stardance
Devlogs:
currently working on the hackpad
now making the case
finally the case is done
now finally started with the qmk firmware
almost done with the firmware
now compiling
ready for shipping
finally shipped
now even better
readme is done...
|
1792756544.7140243
|
1793361344.7140243
|
|
37722
|
asteroid hunter by @layerblayerplus | Stardance
|
layerblayerplus
|
1
|
86.0
|
837
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:43:08Z", "hours": 86.0, "multiplier": 9.79, "payout": 837, "blessing": "neutral", "text": "this is my game asteriod hunter a game where you shoot down asteriods to gain materials to make your own space base this ship is part 1 of the game this is also the first game I ever made (mobile mode doesn’t work right now that will be fixed in ship 2)", "repo": "https://github.com/layerblayerplus-lgtm/asteriod-hunter", "demo": "https://microstudio.io/layerbylayer/astreroidhunter3/YD5AWCT2/"}]...
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[{"post_id": 73721, "ts": "202 [{"post_id": 73721, "ts": "2026-09-25T19:37:54Z", "hours": 0.7925, "text": "I did some final game testing also mobile mode is not finished yet I will do that in next ship so only test on computors pls"}, {"post_id": 73466, "ts": "2026-09-25T04:57:32Z", "hours": 1.0242, "text": "i fixed some bug and made mobile control more straight forward -game link pls play test and give feedback https://microstudio.io/layerbylayer/astreroidhunter3/YD5AWCT2/"}, {"post_id": 72980, "ts": "2026-09-24T04:49:33Z", "hours": 2.4158, "text": "I worked on adding a health bar effect to the asteriod which will slowly crack after each hit"}, {"post_id": 71952, "ts": "2026-09-21T20:46:18Z", "hours": 1.0011, "text": "I did some final gametesting and added end/win condition- get 10 methane - if you do this then part 1 of the game is over"}, {"post_id": 69793, "ts": "2026-09-17T20:00:50Z", "hours": 0.9675, "text": "i worked on making the github repo for the game"}, {"post_id": 68965, "ts": "2026-09-16T03:57:58Z", "hours": 2.1344, "text": "THE MOBILE UPDATE I made the game work on mobile devices when the game starts you can choose mobile mode if you are on a phone or iPad ect In this mode every input has a button on the screen the buttons I have made so far left (turn turret left) right (turn turret right) space (shoots laser) shop button(goes into shop mode) resume button(goes out of shop mode)"}, {"post_id": 68446, "ts": "2026-09-15T04:16:14Z", "hours": 1.5678, "text": "I decided to fix the bug that caused asteroids that are destroyed from not dropping materials I did that because it was becoming to common Made every hit make sound but made last hit make bigger sound -Made asteroid hitting ground sound better"}, {"post_id": 67856, "ts": "2026-09-14T04:15:04Z", "hours": 1.3503, "text": "RANDOM FIXES I added the repair system for the Sabatier reactor because I forgot to do that previously Resized click boxes for buying upgrades to fit the text better BUGS - Fixed problem where clicking on empty screen in shop mode could cause accidental upgrades purchases Fixed a major bug where asteroids would disappear mid-air sometimes after being shot down. Now it always show a destruction animation, but I kept the part of the bug which made the asteroid have a small chance to not give you any materials as a new feature"}, {"post_id": 67072, "ts": "2026-09-13T03:44:00Z", "hours": 1.8433, "text": "BUGS I fixed A bug where you couldn’t buy upgrades anymore this was caused by a variable for tutorial mode never turning off as I reset the games values before turning tutorial mode off I also fixed many minor bugs caused by the tutorial update I added two new sounds The sound the laser in the carbon burner upgrade The sound of combustion from the Sabatier reactor I also fixed the sound that the side lasers make when charging the megalaserbeem I also made two small sprites the sprites were added to the starting Ui so the (tutorial) and (click here to start) buttons look nice instead of just being some floating text"}, {"post_id": 66360, "ts": "2026-09-12T04:46:07Z", "hours": 2.2178, "text": "TUTORIAL UPDATE (not just this devlog but the previous tutorial devlogs too) tutorial I made a tutorial to show the player how to play the game in an interactive manner the player learns how to: shoot laser beems aim the turret buy upgrades use upgrade buttons fix upgrades manage power usage BUGS (that I remember 😭) I had a bug where I was using a wait command for having text appear after a an amount of time but it was buggy so I used a time variable to track time globaly to stop it from glitching out."}, {"post_id": 65779, "ts": "2026-09-11T04:39:51Z", "hours": 1.1006, "text": "I worked on making the tutorial actually work I mean at least like a quarter sorry for short devlogs"}, {"post_id": 65181, "ts": "2026-09-10T03:56:49Z", "hours": 1.3131, "text": "I was working on making a tutorial for the game to make is it simpler for new players to figure out how to play"}, {"post_id": 64606, "ts": "2026-09-09T03:48:28Z", "hours": 1.4183, "text": "I edited the sound’s code - I added the mega beem explosion sound - I added a sound for the mega beem charging Fixed how sounds were played"}, {"post_id": 64070, "ts": "2026-09-08T06:45:07Z", "hours": 0.3539, "text": "added asteriod explosion sounds"}, {"post_id": 63395, "ts": "2026-09-07T06:37:20Z", "hours": 1.0186, "text": "LET THERE BE SOUND UPDATE 1 I added some sound effects to the game I sourced the sounds from mixkit the sound effects I added so far are: the normal laser beem sound the charged sidelaser beem sound a bubbling sound for the electrolysis system. I also added a cool background soundtrack"}, {"post_id": 62721, "ts": "2026-09-06T06:54:58Z", "hours": 1.5864, "text": "POWER DISPLAY UPDATE I Added a display of how much power you are losing or gaining I coded it to be red when losing power and green when gaining power It helps the player be aware of the amount of power they are using game testing/fixes I did an ~ hour of just playing the game trying to get as far as I could get but did not track the time because I did no coding during the time but I used this knowledge to fix all of these following things SOLAR PANEL I Fixed bug which caused that after first damage caused to solar panel Solar Efficiency never goes back to full capacity as I forgot to make the code assign the value of S,E to full if solar health is full I accidently just assigned it at the beginning of the code but not again. I found this out in game testing when my power kept on running out even at full solar health IRON I Made iron more common as I orignally did not account for the constant need to repair your upgrades. COOLING SYSTEM I made the cooling system take al lot less power. I did this to make it more useful as when I was game testing I found it kinda of pointless to use"}, {"post_id": 62005, "ts": "2026-09-05T06:37:20Z", "hours": 1.7881, "text": "game test update I did Game testing for 30 min fixes I Recentred asteroid sprites I resized asteriod hitboxes Increased starting power sabatier damage system I added the Sabatier reactor to the damage system and made sprites for it’s diffrent damage states I also made attached pipes get destroyed with the sabatier reactor"}, {"post_id": 61344, "ts": "2026-09-04T06:50:17Z", "hours": 1.6422, "text": "no update methane tank and pipe I added the shop text and click sensing for the methane tank and pipe fixes Fixed the restart option from the end screen the bug was caused because the gamend variable was assigned true 1 second after power was below 1 so even after it reset the game, gamend would go back to true"}, {"post_id": 60662, "ts": "2026-09-03T05:07:49Z", "hours": 1.6744, "text": "THE METHANE UPDATE Added methane tank added a methane tank below the sabatier reactor to store the methane from the reaction I Added a pipe to sent methane from sabatier reactor to the methane tank Added gas fill animation to methane tank Fixes I fixed the buttons so they dont work in shop mode I Fixed a glitch where all asteriods were carbonaceous. It turns out I was asigning the asteriod varible constantly to its starting value which is carbonaceous I Made carbon more abundant and Made water less abundant I also added text to help the user know how to activate some upgrades sorry I couldn’t get video today"}, {"post_id": 60045, "ts": "2026-09-02T04:45:08Z", "hours": 1.7844, "text": "THE GAME OVER UPDATE The game over screen if you run out of power and have no solar panel a game over screen pops up. It stops the game and lets you restart fixes I added a active cursor display on the side of the cursor to make the switch between buy mode and fix mode flow better I also made the amount of time you have to hold down the mouse to switch cursor modes half as long video the video shows the new game over animation and the active cursor display"}, {"post_id": 59394, "ts": "2026-09-01T05:49:14Z", "hours": 1.7128, "text": "no update today :( animation for the sabaitier reactor I made an animation of fire/ combustion in the sabiter reactor by making a cycle of four sprites bugs/fixes fixed a bug which would drain half of your power when you just started I also made the normal laser beem take less power video the video shows the new sabaiter animation"}, {"post_id": 58651, "ts": "2026-08-31T04:24:01Z", "hours": 2.1347, "text": "BUTTON UPDATE Made buttons the button works by toggling from off to on if the mouse clicks the button sprite on the upgrade ( the same sprite prevouisly used by the activity indicator ) all upgrades with buttons listed the carbon burner clicking the button toggles laser on and off the sabatier reactor clicking the button toggles heater on and off the electrolysis system clicking the button toggles wire in water storage on and off video the video shows all of the buttons being used to turn on the upgrades to eventually make methane"}, {"post_id": 57910, "ts": "2026-08-30T07:34:23Z", "hours": 1.84, "text": "THE minor CHANGES UPDATE Added on/off sensing to two upgrades one colored indicator on each upgrade shows you if the upgrade is currently active I fixed the start screen now the game starts and the start screen disapears if you click the screen instead of at the end of a preset time Added heater to sabatier heats up on side so sabatier reactor can reach right temp and also just looks cool"}, {"post_id": 57105, "ts": "2026-08-29T06:29:24Z", "hours": 3.4183, "text": "SABATIER REACTOR UPDATE added sabatier reactor I made a sabatier reactor sprite and added the shop text for it I also added two new pipes one to feed hydrogen to the reactor the other to feed co2 to the reactor chemistry time the sabatier recation turns 1X co2 and 2X h2 ⇢ 1X ch4(methane) and 2X h2o I added the code to do the sabatier reaction in game Bugs Fixed side lasers so they would only fire when fully charged and organized the code a bit for them"}, {"post_id": 52121, "ts": "2026-08-22T06:40:26Z", "hours": 2.5372, "text": "THE MEGA BEEM UPDATE I Added A Side Lasers Upgrade the side lasers give the player the ability to shoot larger laser beems that do a lot more damage, one shotting most asteriods. I also animated the side lasers to have an open and closed position aswell as having a copper plate on main turret that visually heats up to show the laser powering up. Fixing Fix Mode (ironic) I made the wrench only be able to fix but not buy and made the normal cursor just buy upgrades but not fix. I also stopped normal cursor from buying new upgrade while the old upgrade is present."}, {"post_id": 51468, "ts": "2026-08-21T06:10:08Z", "hours": 2.5592, "text": "Made elctrolysis and laser not work in shop “mode” I did this so the player couldn’t just stay in the shop and make new resources eg oxygen, co2 ect. Now the player has to do it while defending the base from asteriods Added fix mode now if you hold down your cursor in shop mode it will toggle between the regular cursor and a wrench. When the wrench is active you can click on damaged upgrades to repair them Organized code I organized my code into sections and added notes to make my code more readable Fixed starting text I changed some things in game so I also changed the starting text to inform the player ."}, {"post_id": 50802, "ts": "2026-08-20T06:31:30Z", "hours": 1.3339, "text": "I worked on giving the carbon laser health and a destruction animation I also worked on making co2 tank disappear with carbon laser when it is destroyed I made co2 level 0 if no co2 tank is present I Made nickel more rare as it was to common. bugs Fixed cooling system upgrade as it didn’t work in previous update the problem was that it only worked when game was paused so I just reversed it and now it works. stoped hydrogen tank from getting destroyed when solar panel was destroyed video This Is a video of a fully upgraded base decaying at 16X speed."}, {"post_id": 50126, "ts": "2026-08-19T06:31:21Z", "hours": 2.5678, "text": "I added a co2 tank ,––I added a pipe for sending oxygen to the carbon burner, ––I made materials only show up after you obtain them and also did some debugging.—————————————————————————————––I added a co2 tank aswell as a co2 gas sprite which shows the amount of co2 in the tank.–––––––––––––––––––––––––––––––––––I added a pipe to feed oxygen to the carbon burner so you can actually burn the carbon to make co2———————————————————–I made materials only appear after you obtain them so it looks neater in early game and also kinda just has a discovery vibe—————————————————————————————I did some ‘debuging of bugs” caused by my new updates. one thing I couldn’t figure out yet is why the water storage and copper pipe cooling system didn’t speed up the lasers anymore, I guess i should work on that now. Until we meet again."}, {"post_id": 42263, "ts": "2026-08-06T21:52:47Z", "hours": 2.7675, "text": "I worked on making the ui controlled by the cursor instead of a corsponding key for each item I did this to make it more user friendly and less confusing to use. To do this I had to sense the distance of the mouse from each of the click locations and check if the mouse is within a certain range using a different variable for each upgrade. ––––––––––––––––––––––––––––––––––––––––here is a video showing how the cursor control works"}, {"post_id": 39902, "ts": "2026-08-03T06:11:48Z", "hours": 4.1467, "text": "I worked on fixing the shop ui, added a new upgrade the (carbon burner), added some devtools and fixed some bugs/made sure everthing coded so far was working well.––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– I changed the shop Ui by making each item have a diffirent colours based on the ratio of the materials used to make it I also made it obvious what material each upgrade needed by colour coding.{the next step to improve the UI is to add mouse clicks instead of clicking keys on the keypad}.————————————————————————————————————— I added the carbon burner to the game (im still working on the name) it burns carbon with oxygen to make carbon dioxide which can be used later in game as a component of methane.–––––––––––––––––––––––––––––––––––––––––––––––––I added devtools to do things like changing the type of asteriod, speed of the laser beem,giving you infinte materials, ect{ mynext step is to make it more user friendly by adding a guide of the shortcuts for dev mode}———————————————————————————————––I also fixed some things eg. When the water storage is destroyed the oxygen an hydrogen tanks are destroyed aswell because they are on the waterstorage. Before I fixed they just kinda floated in space ect.–––––––––––––––––––––––––––––––––––––––––––––––––here is a video showcasing the new shop UI and the carbon burner(video starts at 40 seconds)"}, {"post_id": 39126, "ts": "2026-08-01T20:43:28Z", "hours": 3.5433, "text": "I added electrolysis to the game. To do this I added three new upgrades that are needed to proform electrolysis. a wire, an oxygen tank and a hydrogen tank. when you have all three aswell as (water storage) and a power source(solar panel). you can then click H to do electrolysis which turns one water into two hydrogen and one oxygen. which can then be used later in the game as a component of a fuel/power source. I also added an animation of the oxygen and hydrogen tanks filling up with gas as electrolysis is happening.–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––here is video that showcases how a playthrough might go now with the new upgrades."}, {"post_id": 38007, "ts": "2026-07-31T03:57:38Z", "hours": 1.9503, "text": "I worked on fixing some minor bugs such as misspelt variables ect added new materials added gases and moved parts over to make room for new upgrades. aswell as adding a hydrogen and oxygen tank. i will edit later"}, {"post_id": 37402, "ts": "2026-07-30T02:51:02Z", "hours": 0.3169, "text": "I worked on designing two more upgrades"}, {"post_id": 36610, "ts": "2026-07-28T20:35:36Z", "hours": 1.9003, "text": "I worked on cleaning up my code –––––––––––––––––––––––––––––––––––––I removed redundant parts of my code that were not being used or could be simplfied, I added notes so I know what each part of my code does, I fixed some minor bugs ect. I also fixed the power system so when you are idle you use less energy then when you are shooting laser beems. I did this because as I was playtesting I found out that the battery ran out too quickly and there was nothing you could do about it. So now to maintain sufficent power you have to use the laser beem wisely eg not shooting a asteriod that is too far, too large or not the type you need ect.———————————————————————————————————————– here is a sped up video of how a typical play through would go thus far.––––––––––––––––––––––––––––––––––––––––––– PS I am planing to add more room to the side and/or more turrets in newer updates."}, {"post_id": 36121, "ts": "2026-07-28T00:18:31Z", "hours": 2.1339, "text": "I added a screen at the begining of the game explaining the controls. I also added a dev mode shortcut to give infinte material (D&M keys) I also worked on the solar pannel adding a destruction animation as well as fixing some minor bugs caused by it. I also added a time variable that keeps track how many seconds pased from the start of the game I plan to utlize this to cause events or increase difficulty over time.—————————————————————————————This video showcase the starting screen and the Devmode’s infinte materials additonly it shows the solar panel damage effect which I think is the best slow destruction of any upgrade yet."}, {"post_id": 35637, "ts": "2026-07-27T06:09:16Z", "hours": 1.1169, "text": "I worked on making an animation of the power going down as well as as making a new “upgrade” the solar panel it slowly adds to your total power. as you have set amount of power when you start that starts running out. This video showcase the damage system as well as the power system."}, {"post_id": 35349, "ts": "2026-07-26T17:53:50Z", "hours": 1.0839, "text": "I made a power a stat in the game. Without power your turret cant move but you can still shoot. you start with a certin amount of power but can gain power by making things such as solar pannels ect. I have no video of it yet but here is a image of the new design of the turret . I also added sulfur to the game."}, {"post_id": 35007, "ts": "2026-07-26T04:51:16Z", "hours": 2.6678, "text": "I added a damage system to the game. If your upgrades are hit by a asteriod they lose health and if their health goes to low they disapear. I also made it that you can repair the upgrades using your materials to bring their health back. I also worked on the exit menu a bit adding some colours ect."}, {"post_id": 34438, "ts": "2026-07-25T04:46:03Z", "hours": 2.1167, "text": "I made the water storage upgrade also need a copper pipe connected to the turret for it to work. I also made it that when you have water in the water storage you can hold down the up key to speed up your laser beems as without the water as coolant the turret would over heat. code wise I made a clock so I can regulate parts of the game in universal time and not just a delay. here is link to test https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ E for exit mode R for resume left. right arrows to aim. space to shoot. while in exit mode to puchase upgrades click the first letter of its name on your keyboard"}, {"post_id": 34390, "ts": "2026-07-25T02:25:50Z", "hours": 1.0839, "text": "I added copper to the game aswell as animating the water storage to visualy fill up as you harvest more water from asteriods––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––ps I acdently recorded an extra half hour and dont know how to remove it"}, {"post_id": 34239, "ts": "2026-07-24T19:32:04Z", "hours": 1.1839, "text": "I made the home screen of the game show the amounts of each material you have as well as making the first upgrade I haven’t made it do anything yet but the idea would be that this upgrade called water storage could be used to cool down the turret which would increase fire rate as well as allowing other upgrades such as stronger laser two barrels ect"}, {"post_id": 33883, "ts": "2026-07-24T04:54:43Z", "hours": 0.5836, "text": "I added 5 materials you can get from asteriod carbon,water,silicon,iron,gold. I set the amounts each asteriod should get though I haven’t made a proper display yet. I also fixed some minor bugs IF you have any suggestions for materials to add feel free to share."}, {"post_id": 33792, "ts": "2026-07-24T00:15:24Z", "hours": 1.3214, "text": "I made diffrent types and sizes of asteriods take diffrent amounts laser beem shots to break. I also locked down the pivot of the turret while the laser is in flight to stop the player from being able to control the laser beem midflight as this will be a upgrade added later in the game"}, {"post_id": 33750, "ts": "2026-07-23T22:14:43Z", "hours": 0.4669, "text": "I fixed the bug with the rare metalic asteriod and added it back to the game. the problem was the first sprite for the animation of the asteriod blowing up was named (metalic_asteriod_rare1) but the program called for (metalic_asteriod_rare)"}, {"post_id": 33661, "ts": "2026-07-23T19:17:23Z", "hours": 3.0133, "text": "I made animations for all the asteriods I also fixed the size of the play area I tried to fix a bug where the rare metalic asteriod animation wouldn’t play but couldn’t figure it out so I removed the rare metalic asteriod I also added a exit button E to stop the meteor shower and a resume button R also here is link to try game thus far https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ (left and right arrow to aim and space to shoot)"}, {"post_id": 33338, "ts": "2026-07-23T04:59:55Z", "hours": 1.2003, "text": "I made the size of the asteriods hit box change to match the visual size. I also made it that when you hit an asteriod your laser beem disapears with the asteriod. I also animated one of the types of asteriod “destruction” animation ps be aware that because I haven’t animated the other asteriod there is lag before they disapear."}, {"post_id": 32790, "ts": "2026-07-22T05:35:21Z", "hours": 0.4672, "text": "The collsions work now :) the laser beem still has trouble hitting larger asteriods even if it looks like it is touching this is because I haven’t made the hit box fit with the size yet."}, {"post_id": 32679, "ts": "2026-07-22T00:06:05Z", "hours": 1.6003, "text": "I worked on collisions got no real progress on the actual code but I am figuring out how to add collisions I also organized my code a bit by putting realted variables into objects."}, {"post_id": 32159, "ts": "2026-07-21T03:56:48Z", "hours": 1.5042, "text": "I made a turret which can angled by the← and → arrow keys and use the space key to shoot a projectile that follows the angle it was shot in . next I think I will work on collisions"}, {"post_id": 32082, "ts": "2026-07-21T00:10:21Z", "hours": 1.0589, "text": "I added randomness to the type of asteriod It can now be one of these four types a carbonaceous asteriod (the most common one), a stony asteriod(uncommon but not rare), metalic asteriod(rare) and metalic asteriod with ore vein (the rarest asteriod thus far) I also added random sizes. Larger asteriods will be harder to stop but give more materials and vice versa.—————————————————————————————————————————–PS {now the asteriod comes from a random direction not just from the middle ◝(ᴖᗜᴖ)◜}"}, {"post_id": 31933, "ts": "2026-07-20T18:52:43Z", "hours": 1.2003, "text": "I started this project by making some sprites for the diffrent types of asteriods and started trying to make some basic code. currently the asteriods follow the same path every time so not very fun:("}]...
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Title: asteroid hunter by @layerblayerplus | Stard Title: asteroid hunter by @layerblayerplus | Stardance
Devlogs:
I started this project by making some sprites for the diffrent types of asteriods and started trying to make some basic code. currently the asteriods follow the same path every time so not very fun:(
I added randomness to the type of asteriod It can now be one of these four types a carbonaceous asteriod (the most common one), a stony asteriod(uncommon but not rare), metalic asteriod(rare) and metalic asteriod with ore vein (the rarest asteriod thus far) I also added random sizes. Larger asteriods will be harder to stop but give more materials and vice versa.—————————————————————————————————————————–PS {now the asteriod comes from a random direction not just from the middle ◝(ᴖᗜᴖ)◜}
I made a turret which can angled by the← and → arrow keys and use the space key to shoot a projectile that follows the angle it was shot in . next I think I will work on collisions
I worked on collisions got no real progress on the actual code but I am figuring out how to add collisions I also organized my code a bit by putting realted variables into objects.
The collsions work now :) the laser beem still has trouble hitting larger asteriods even if it looks like it is touching this is because I haven’t made the hit box fit with the size yet.
I made the size of the asteriods hit box change to match the visual size. I also made it that when you hit an asteriod your laser beem disapears with the asteriod. I also animated one of the types of asteriod “destruction” animation ps be aware that because I haven’t animated the other asteriod there is lag before they disapear.
I made animations for all the asteriods I also fixed the size of the play area I tried to fix a bug where the rare metalic asteriod animation wouldn’t play but couldn’t figure it out so I removed the rare metalic asteriod I also added a exit button E to stop the meteor shower and a resume button R also here is link to try game thus far https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ (left and right arrow to aim and space to shoot)
I fixed the bug with the rare metalic asteriod and added it back to the game. the problem was the first sprite for the animation of the asteriod blowing up was named (metalic_asteriod_rare1) but the program called for (metalic_asteriod_rare)
I made diffrent types and sizes of asteriods take diffrent amounts laser beem shots to break. I also locked down the pivot of the turret while the laser is in flight to stop the player from being able to control the laser beem midflight as this will be a upgrade added later in the game
I added 5 materials you can get from asteriod carbon,water,silicon,iron,gold. I set the amounts each asteriod should get though I haven’t made a proper display yet. I also fixed some minor bugs IF you have any suggestions for materials to add feel free to share.
I made the home screen of the game show the amounts of each material you have as well as making the first upgrade I haven’t made it do anything yet but the idea would be that this upgrade called water storage could be used to cool down the turret which would increase fire rate as well as allowing other upgrades such as stronger laser two barrels ect
I added copper to the game aswell as animating the water storage to visualy fill up as you harvest more water from asteriods––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––ps I acdently recorded an extra half hour and dont know how to remove it
I made the water storage upgrade also need a copper pipe connected to the turret for it to work. I also made it that when you have water in the water storage you can hold down the up key to speed up your laser beems as without the water as coolant the turret would over heat. code wise I made a clock so I can regulate parts of the game in universal time and not just a delay. here is link to test https://microstudio.io/layerbylayer/astreroidhunter/2MSZECRK/ E for exit mode R for resume left. right arrows to aim. space to shoot. while in exit mode to puchase upgrades click the first letter of its name on your keyboard
I added a damage system to the game. If your upgrades are hit by a asteriod they lose health and if their health goes to low they disapear. I also made it that you can repair the upgrades using your materials to bring their health back. I also worked on the exit menu a bit adding some colours ect.
I made a power a stat in the game. Without power your turret cant move but you can still shoot. you start with a certin amount of power but can gain power by making things such as solar pannels ect. I have no video of it yet but here is a image of the new design of the turret . I also added sulfur to the game.
I worked on making an animation of the power going down as well as as making a new “upgrade” the solar panel it slowly adds to your total power. as you have set amount of power when you start that starts running out. This video showcase the damage system as well as the power system.
I added a screen at the begining of the game explaining the controls. I also added a dev mode shortcut to give infinte material (D&M keys) I also worked on the solar pannel adding a destruction animation as well as fixing some minor bugs caused by it. I also added a time variable that keeps track how many seconds pased from the start of the game I plan to utlize this to cause events or increase difficulty over time.—————————————————————————————This video showcase the starting screen and the Devmode’s infinte materials additonly it shows the solar panel damage effect which I think is the best slow destruction of any upgrade yet.
I worked on cleaning up my code –––––––––––––––––––––––––––––––––––––I removed redundant parts of my code that were not being used or could be simplfied, I added notes so I know what each part of my code does, I fixed some minor bugs ect. I also fixed the power system so when you are idle you use less energy then when you are shooting laser beems. I did this because as I was playtesting I found out that the battery ran out too quickly and there was nothing you could do about it. So now to maintain sufficent power you have to use the laser beem wisely eg not shooting a asteriod that is too far, too large or not the type you need ect.———————————————————————————————————————– here is a sped up video of how a typical play through would go thus far.––––––––––––––––––––––––––––––––––––––––––– PS I am planing to add more room to the side and/or more turrets in newer updates.
I worked on designing two more upgrades
I worked on fixing some minor bugs such as misspelt variables ect added new materials added gases and moved parts over to make room for new upgrades. aswell as adding a hydrogen and oxygen tank. i will edit later
I added electrolysis to the game. To do this I added three new upgrades that are needed to proform electrolysis. a wire, an oxygen tank and a hydrogen tank. when you have all three aswell as (water storage) and a power source(solar panel). you can then click H to do electrolysis which turns one water into two hydrogen and one oxygen. which can then be used later in the game as a component of a fuel/power source. I also added an animation of the oxygen and hydrogen tanks filling up with gas as electrolysis is happening.–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––here is video that showcases how a playthrough might go now with the new upgrades.
I worked on fixing the shop ui, added a new upgrade the (carbon burner), added some devtools and fixed some bugs/made sure everthing coded so far was working well.––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––– I changed the shop Ui by making each item have a diffirent colours based on the ratio of the materials used to make it I also made it obvious what material each upgrade needed by colour coding.{the next step to improve the UI is to add mouse clicks instead of clicking keys on the keypad}.————————————————————————————————————— I added the carbon burner to the game (im still working on the name) it burns carbon with oxygen to make carbon dioxide which can be used later in game as a component of methane.–––––––––––––––––––––––––––––––––––––––––––––––––I added devtools to do things like changing the type of asteriod, speed of the laser beem,giving you infinte materials, ect{ mynext step is to make it more user friendly by adding a guide of the shortcuts for dev mode}———————————————————————————————––I also fixed some things eg. When the water storage is destroyed the oxygen an hydrogen tanks are destroyed aswell because they are on the waterstorage. Before I fixed they just kinda floated in space ect.–––––––––––––––––––––––––––––––––––––––––––––––––here is a video showcasing the new shop UI and the carbon burner(video starts at 40 seconds)
I worked on making the ui controlled by the cursor instead of a corsponding key for each item I did this to make it more user friendly and less confusing to use. To do this I had to sense the distance of the mouse from each of the click locations and check if the mouse is within a certain range using a different variable for each upgrade. ––––––––––––––––––––––––––––––––––––––––here is a video showing how the cursor control works
I added a co2 tank ,––I added a pipe for sending oxygen to the carbon burner, ––I made materials only show up after you obtain them and also did some debugging.—————————————————————————————––I added a co2 tank aswell as a co2 gas sprite which shows the amount of co2 in the tank.–––––––––––––––––––––––––––––––––––I added a pipe to feed oxygen to the carbon burner so you can actually burn the carbon to make co2———————————————————–I made materials only appear after you obtain them so it looks neater in early game and also kinda just has a discovery vibe—————————————————————————————I did some ‘debuging of bugs” caused by my new updates. one thing I couldn’t figure out yet is why the water storage and copper pipe cooling system didn’t speed up the lasers anymore, I guess i should work on that now. Until we meet again.
I worked on giving the carbon laser health and a destruction animation I also worked on making co2 tank disappear with carbon laser when it is destroyed I made co2 level 0 if no co2 tank is present I Made nickel more rare as it was to common. bugs Fixed cooling system upgrade as it didn’t work in previous update the problem was that it only worked when game was paused so I just reversed it and now it works. stoped hydrogen tank from getting destroyed when solar panel was destroyed video This Is a video of a fully upgraded base decaying at 16X speed.
Made elctrolysis and laser not work in shop “mode” I did this so the player couldn’t just stay in the shop and make new resources eg oxygen, co2 ect. Now the player has to do it while defending the base from asteriods Added fix mode now if you hold down your cursor in shop mode it will toggle between the regular cursor and a wrench. When the wrench is active you can click on damaged upgrades to repair them Organized code I organized my code into sections and added notes to make my code more readable Fixed starting text I changed some things in game so I also changed the starting text to inform the player .
THE MEGA BEEM UPDATE I Added A Side Lasers Upgrade the side lasers give the player the ability to shoot larger laser beems that do a lot more damage, one shotting most asteriods. I also animated the side lasers to have an open and closed position aswell as having a copper plate on main turret that visually heats up to show the laser powering up. Fixing Fix Mode (ironic) I made the wrench only be able to fix but not buy and made the normal cursor just buy upgrades but not fix. I also stopped normal cursor from buying new upgrade while the old upgrade is present.
SABATIER REACTOR UPDATE added sabatier reactor I made a sabatier reactor sprite and added the shop text for it I also added two new pipes one to feed hydrogen to the reactor the other to feed co2 to the reactor chemistry time the sabatier recation turns 1X co2 and 2X h2 ⇢ 1X ch4(methane) and 2X h2o I added the code to do the sabatier reaction in game Bugs Fixed side lasers so they would only fire when fully charged and organized the code a bit for them
THE minor CHANGES UPDATE Added on/off sensing to two upgrades one colored indicator on each upgrade shows you if the upgrade is currently active I fixed the start screen now the game starts and the start screen disapears if you click the screen instead of at the end of a preset time Added heater to sabatier heats up on side so sabatier reactor can reach right temp and also just looks cool
BUTTON UPDATE Made buttons the button works by toggling from off to on if the mouse clicks the button sprite on the upgrade ( the same sprite prevouisly used by the activity indicator ) all upgrades with buttons listed the carbon burner clicking the button toggles laser on and off the sabatier reactor clicking the button toggles heater on and off the electrolysis system clicking the button toggles wire in water storage on and off video the video shows all of the buttons being used to turn on the upgrades to eventually make methane
no update today :( animation for the sabaitier reactor I made an animation of fire/ combustion in the sabiter reactor by making a cycle of four sprites bugs/fixes fixed a bug which would drain half of your power when you just started I also made the normal laser beem take less power video the video shows the new sabaiter animation
THE GAME OVER UPDATE The game over screen if you run out of power and have no solar panel a game over screen pops up. It stops the game and lets you restart fixes I added a active cursor display on the side of the cursor to make the switch between buy mode and fix mode flow better I also made the amount of time you have to hold down the mouse to switch cursor modes half as long video the video shows the new game over animation and the active cursor display
THE METHANE UPDATE Added methane tank added a methane tank below the sabatier reactor to store the methane from the reaction I Added a pipe to sent methane from sabatier reactor to the methane tank Added gas fill animation to methane tank Fixes I fixed the buttons so they dont work in shop mode I Fixed a glitch where all asteriods were carbonaceous. It turns out I was asigning the asteriod varible constantly to its starting value which is carbonaceous I Made carbon more abundant and Made water less abundant I also added text to help the user know how to activate some upgrades sorry I couldn’t get video today
no update methane tank and pipe I added the shop text and click sensing for the methane tank and pipe fixes Fixed the restart option from the end screen the bug was caused because the gamend variable was assigned true 1 second after power was below 1 so even after it reset the game, gamend would go back to true
game test update I did Game testing for 30 min fixes I Recentred asteroid sprites I resized asteriod hitboxes Increased starting power sabatier damage system I added the Sabatier reactor to the damage system and made sprites for it’s diffrent damage states I also made attached pipes get destroyed with the sabatier reactor
POWER DISPLAY UPDATE I Added a display of how much power you are losing or gaining I coded it to be red when losing power and green when gaining power It helps the player be aware of the amount of power they are using game testing/fixes I did an ~ hour of just playing the game trying to get as far as I could get but did not track the time because I did no coding during the time but I used this knowledge to fix all of these following things SOLAR PANEL I Fixed bug which caused that after first damage caused to solar panel Solar Efficiency never goes back to full capacity as I forgot to make the code assign the value of S,E to full if solar health is full I accidently just assigned it at the beginning of the code but not again. I found this out in game testing when my power kept on running out even at full solar health IRON I Made iron more common as I orignally did not account for the constant need to repair your upgrades. COOLING SYSTEM I made the cooling system take al lot less power. I did this to make it more useful as when I was game testing I found it kinda of pointless to use
LET THERE BE SOUND UPDATE 1 I added some sound effects to the game I sourced the sounds from mixkit the sound effects I added so far are: the normal laser beem sound the charged sidelaser beem sound a bubbling sound for the electrolysis system. I also added a cool background soundtrack
added asteriod explosion sounds
I edited the sound’s code - I added the mega beem explosion sound - I added a sound for the mega beem charging Fixed how sounds were played
I was working on making a tutorial for the game to make is it simpler for new players to figure out how to play
I worked on making the tutorial actually work I mean at least like a quarter sorry for short devlogs
TUTORIAL UPDATE (not just this devlog but the previous tutorial devlogs too) tutorial I made a tutorial to show the player how to play the game in an interactive manner the player learns how to: shoot laser beems aim the turret buy upgrades use upgrade buttons fix upgrades manage power usage BUGS (that I remember 😭) I had a bug where I was using a wait command for having text appear after a an amount of time but it was buggy so I used a time variable to track time globaly to stop it from glitching out.
BUGS I fixed A bug where you couldn’t buy upgrades anymore this was caused by a variable for tutorial mode never turning off as I reset the games values before turning tutorial mode off I also fixed many minor bugs caused by the tutorial update I added two new sounds The sound the laser in the carbon burner upgrade The sound of combustion from the Sabatier reactor I also fixed the sound that the side lasers make when charging the megalaserbeem I also made two small sprites the sprites were added to the starting Ui so the (tutorial) and (click here to start) buttons look nice instead of just being some floating text
RANDOM FIXES I added the repair system for the Sabatier reactor because I forgot to do that previously Resized click boxes for buying upgrades to fit the text better BUGS - Fixed problem where clicking on empty screen in shop mode could cause accidental upgrades purchases Fixed a major bug where asteroids would disappear mid-air sometimes after being shot down. Now it always show a destruction animation, but I kept the part of the bug which made the asteroid have a small chance to not give you any materials as a new feature
I decided to fix the bug that caused asteroids that are destroyed from not dropping materials I did that because it was becoming to common Made every hit make sound but made last hit make bigger sound -Made asteroid hitting ground sound better
THE MOBILE UPDATE I made the game work on mobile devices when the game starts you can choose mobile mode if you are on a phone or iPad ect In this mode every input has a button on the screen the buttons I have made so far left (turn turret left) right (turn turret right) space (shoots laser) shop button(goes into shop mode) resume button(goes out of shop mode)
i worked on making the github repo for the game
I did some final gametesting and added end/win condition- get 10 methane - if you do this then part 1 of the game is over
I worked on adding a health bar effect to the asteriod which will slowly crack after each hit
i fixed some bug and made mobile control more straight forward -game link pls play test and give feedback https://microstudio.io/layerbylayer/astreroidhunter3/YD5AWCT2/
I did some final game testing also mobile mode is not finished yet I will do that in next ship so only test on computors pls
Ships:
this is my game asteriod hunter a game where you shoot down asteriods to gain materials to make your own space base this ship is part 1 of the game this is also the first game I ever made (mobile mode doesn’t work right now that will be fixed in ship 2)...
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1793339612.1364505
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1793426012.1364505
|
|
6600
|
slnap-bot by @JSnap | Stardance
|
JSnap
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:51:23Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "successfully made the “slnap-bot” (mix of slack and snap… get it? get it???) it can get a cat gif (/slnapbot-gifcat) it can get a cat pic(/slnapbot-catpic) and you can ping it (/slnapbot-ping) it uses catas (cat as a service) for the pics.", "repo": "https://github.com/JSnapXYZ/slnap-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0AS9G1FLAV"}]...
|
[{"post_id": 73723, "ts": "202 [{"post_id": 73723, "ts": "2026-09-25T19:46:54Z", "hours": 1.7225, "text": "successfully made the “slnap-bot” (mix of slack and snap… get it? get it???) it can get a cat gif (/slnapbot-gifcat) it can get a cat pic(/slnapbot-catpic) and you can ping it (/slnapbot-ping) it uses catas (cat as a service) for the pics."}]...
|
Title: slnap-bot by @JSnap | Stardance
Devlogs:
s Title: slnap-bot by @JSnap | Stardance
Devlogs:
successfully made the “slnap-bot” (mix of slack and snap… get it? get it???) it can get a cat gif (/slnapbot-gifcat) it can get a cat pic(/slnapbot-catpic) and you can ping it (/slnapbot-ping) it uses catas (cat as a service) for the pics.
Ships:
successfully made the “slnap-bot” (mix of slack and snap… get it? get it???) it can get a cat gif (/slnapbot-gifcat) it can get a cat pic(/slnapbot-catpic) and you can ping it (/slnapbot-ping) it uses catas (cat as a service) for the pics....
|
1793346680.6388083
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1793433080.6388083
|
|
53451
|
Cookiecuttr by @solxmn | Stardance
|
solxmn
|
1
|
4.59
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T08:07:33Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’m done! The basic idea is still pretty small: get cookie banners out of the way, show how long an article might take, and help me find my place again when I have to stop reading. The cookie skipper took more work than I expected. It had to recognize common consent platforms while searching for the deny button. Some reject buttons were titled I do not agree , which is easy to miss if you only look for buttons named “reject” or “decline”, and not even mentioning the localization options. I ended up checking the surrounding markup and several kinds of button metadata while keeping the actual click logic reject-only. The reading badge had its own set of edge cases. Articles do not all use the same HTML, and some of them fill in their content after the page loads. I added duplicate protection, a force-show action, and a guard against counting the same badge repeatedly when the toggle is switched on and off. The marker feature grew out of a practical annoyance: closing a tab should not mean losing the article and the exact place I reached. There are now three slots, each with a name and optional timestamp. Returning to one finds the original tab if it is still open, otherwise opens the page and restores the saved position. Chrome needed an extra fix here because the popup closes as soon as a new tab is created, so the background script has to finish the handoff. I kept the Chrome and Firefox versions in sync as I went. They share the popup, content, and background behaviour, with the expected Manifest V3 difference in Firefox’s background setup. Firefox also required the local-only data collection declaration before the add-on could be submitted, however it is not present as of version v1.0.0 if you download it via github. The popup went through a surprising number of small redesigns. I started with a dark three-stat layout, then moved toward the more formal looking version that is there now. It is not trying to be flashy; it just makes the automation visible and gives you control over it. Settings, markers, and stats stay in local extension storage. After the tests passed and the Firefox submission was accepted, I finally called it finished. It is a small tool, but it removes what I think are a few annoyances that show up every time I read online.", "repo": "https://github.com/Fraczdev/CookieCuttr/tree/master", "demo": "https://addons.mozilla.org/en-US/firefox/addon/cookiecuttr/"}]...
|
[{"post_id": 73728, "ts": "202 [{"post_id": 73728, "ts": "2026-09-25T19:53:56Z", "hours": 1.5869, "text": "Adjusted a few inconsistencies in the overall logic, updated the manifest.json to include the necessary permissions, and made some other changes to ensure the extension complies with the Firefox Add-on Marketplace requirements."}, {"post_id": 64082, "ts": "2026-09-08T07:48:39Z", "hours": 1.2419, "text": "This will be my last devlog for this project :] I: Added everything needed in manifest.json in order to actually upload the project; Uploaded the Firefox extension to Firefox Add-ons marketplace, and it got accepted; Revised the banner detection logic so the extension can handle more consent platforms and common variations in their markup; Checked and fixed inconsistencies between the chrome and firefox version while respecting the differences between their manifest v3 implementations, and more will ship soon"}, {"post_id": 60733, "ts": "2026-09-03T09:15:58Z", "hours": 1.0414, "text": "General Improvements, UI and Features Reworked the popup layout, gave it a more formal look with wider spacing. Redesigned sections, improved the logic, and made the reset action smaller and cleaner. Added reading markers with three save slots, editable names, optional timestamps, site labels, and cross-tab return support. You can now save a position, switch tabs, and jump back to the checkpoint later. Improved the cookie skipper logic with site-specific handling, broader cookie-control detection, debounced mutation scans, and safer reject-only behavior. - Also fixed reading-badge stats related bugs, added a force-show badge button, and made settings update without refreshing the page. Added contract tests for both Chrome and Firefox builds. Features The extension currently has 3 main features: 1. Cookie Banner Skipper Automatically detects cookie and consent banners, then selects reject or necessary-only options instead of accepting tracking cookies. It supports common consent platforms, site-specific handling, and broader detection based on cookie-related buttons, IDs, classes, and labels. 2. Reading Time Badge Displays an estimated reading time and word count on longer articles. The badge can be dismissed, and the Show reading badge button can force it to appear when automatic detection doesn’t recognize the page. 3. Reading markers/Timestamps Provides three customizable save slots for reading positions. Each marker can have its own name, optional timestamp and scroll position marker. The URL is still kept next to the name, in case you forget. Markers CAN be used from another tab or reopened automatically in a new tab when the original page is no longer open."}, {"post_id": 53269, "ts": "2026-08-23T18:37:35Z", "hours": 0.4694, "text": "Getting started Worked on the UI, Logo and reading logic. Simplified it a lot, because otherwise it’d be too complex for such a simple,short project like this. So far it’s going great, haven’t encountered a lot of issues/bugs yet."}]...
|
Title: Cookiecuttr by @solxmn | Stardance
Devlogs Title: Cookiecuttr by @solxmn | Stardance
Devlogs:
Getting started Worked on the UI, Logo and reading logic. Simplified it a lot, because otherwise it’d be too complex for such a simple,short project like this. So far it’s going great, haven’t encountered a lot of issues/bugs yet.
General Improvements, UI and Features Reworked the popup layout, gave it a more formal look with wider spacing. Redesigned sections, improved the logic, and made the reset action smaller and cleaner. Added reading markers with three save slots, editable names, optional timestamps, site labels, and cross-tab return support. You can now save a position, switch tabs, and jump back to the checkpoint later. Improved the cookie skipper logic with site-specific handling, broader cookie-control detection, debounced mutation scans, and safer reject-only behavior. - Also fixed reading-badge stats related bugs, added a force-show badge button, and made settings update without refreshing the page. Added contract tests for both Chrome and Firefox builds. Features The extension currently has 3 main features: 1. Cookie Banner Skipper Automatically detects cookie and consent banners, then selects reject or necessary-only options instead of accepting tracking cookies. It supports common consent platforms, site-specific handling, and broader detection based on cookie-related buttons, IDs, classes, and labels. 2. Reading Time Badge Displays an estimated reading time and word count on longer articles. The badge can be dismissed, and the Show reading badge button can force it to appear when automatic detection doesn’t recognize the page. 3. Reading markers/Timestamps Provides three customizable save slots for reading positions. Each marker can have its own name, optional timestamp and scroll position marker. The URL is still kept next to the name, in case you forget. Markers CAN be used from another tab or reopened automatically in a new tab when the original page is no longer open.
This will be my last devlog for this project :] I: Added everything needed in manifest.json in order to actually upload the project; Uploaded the Firefox extension to Firefox Add-ons marketplace, and it got accepted; Revised the banner detection logic so the extension can handle more consent platforms and common variations in their markup; Checked and fixed inconsistencies between the chrome and firefox version while respecting the differences between their manifest v3 implementations, and more will ship soon
Adjusted a few inconsistencies in the overall logic, updated the manifest.json to include the necessary permissions, and made some other changes to ensure the extension complies with the Firefox Add-on Marketplace requirements.
Ships:
I’m done! The basic idea is still pretty small: get cookie banners out of the way, show how long an article might take, and help me find my place again when I have to stop reading. The cookie skipper took more work than I expected. It had to recognize common consent platforms while searching for the deny button. Some reject buttons were titled I do not agree , which is easy to miss if you only look for buttons named “reject” or “decline”, and not even mentioning the localization options. I ended up checking the surrounding markup and several kinds of button metadata while keeping the actual click logic reject-only. The reading badge had its own set of edge cases. Articles do not all use the same HTML, and some of them fill in their content after the page loads. I added duplicate protection, a force-show action, and a guard against counting the same badge repeatedly when the toggle is switched on and off. The marker feature grew out of a practical annoyance: closing a tab should not mean losing the article and the exact place I reached. There are now three slots, each with a name and optional timestamp. Returning to one finds the original tab if it is still open, otherwise opens the page and restores the saved position. Chrome needed an extra fix here because the popup closes as soon as a new tab is created, so the background script has to finish the handoff. I kept the Chrome and Firefox versions in sync as I went. They share the popup, content, and background behaviour, with the expected Manifest V3 difference in Firefox’s background setup. Firefox also required the local-only data collection declaration before the add-on could be submitted, however it is not present as of version v1.0.0 if you download it via github. The popup went through a surprising number of small redesigns. I started with a dark three-stat layout, then moved toward the more formal looking version that is there now. It is not trying to be flashy; it just makes the automation visible and gives you control over it. Settings, markers, and stats stay in local extension storage. After the tests passed and the Firefox submission was accepted, I finally called it finished. It is a small tool, but it removes what I think are a few annoyances that show up every time I read online....
|
1793242237.3412406
|
1793328637.3412406
|
|
65825
|
my-blare by @LeoMos | Stardance
|
LeoMos
|
0
|
2.28
|
0
|
[]
|
[{"post_id": 73729, "ts": "202 [{"post_id": 73729, "ts": "2026-09-25T19:55:52Z", "hours": 2.2833, "text": "cooking?"}]...
|
Title: my-blare by @LeoMos | Stardance
Devlogs:
c Title: my-blare by @LeoMos | Stardance
Devlogs:
cooking?...
|
1793091169.3311293
|
1793695969.3311293
|
|
33813
|
My own site! by @angegrace | Stardance
|
angegrace
|
1
|
8.31
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T15:31:49Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just made my first ever website and my first ever attempt to programming. What was difficult was figuring out the hackatime, downloading the apps and setting up everything so that I can finally show the world. I never knew programming could be so exciting, I love the CSS part because it helps me paly with colours and stuff. I am still building it. This is not the final version, I still need to play with CSS :) hehe. I started coding at noon then it is only when I need to post a devlog that I realise that hackatime is not in my editor😭😭, that is why it shows only 1 hour. 😭😭", "repo": "https://github.com/nopoudemange-pop/grace-website", "demo": "https://nopoudemange-pop.github.io/grace-website/"}]...
|
[{"post_id": 73736, "ts": "202 [{"post_id": 73736, "ts": "2026-09-25T20:12:52Z", "hours": 4.7478, "text": "I added pictures guys, like real owns and even a gallery. I very much suffered to understand how to put the pictures and even more how to put the pictures. I absolutely love the final look and I feel that all the work has been put to good use."}, {"post_id": 71908, "ts": "2026-09-21T19:07:43Z", "hours": 2.5597, "text": "I am working on my personal website. I have updated it since, I have tried making it warm and lively. I am still trying for it not to look like a whole chunk of a word document, but I think there is improvement. It took a lot of learning from youtube and a lot of confusion and fustration to reach this level 😭😭😭😭"}, {"post_id": 70136, "ts": "2026-09-18T15:19:34Z", "hours": 0.56, "text": "I am working on my own website. This is my first time attempting coding and I am really loving. My favorite part is the css, like playing with the colours an all, I am really happy and motivated to continue. Next time there will be images :) hehe"}]...
|
Title: My own site! by @angegrace | Stardance
Dev Title: My own site! by @angegrace | Stardance
Devlogs:
I am working on my own website. This is my first time attempting coding and I am really loving. My favorite part is the css, like playing with the colours an all, I am really happy and motivated to continue. Next time there will be images :) hehe
I am working on my personal website. I have updated it since, I have tried making it warm and lively. I am still trying for it not to look like a whole chunk of a word document, but I think there is improvement. It took a lot of learning from youtube and a lot of confusion and fustration to reach this level 😭😭😭😭
I added pictures guys, like real owns and even a gallery. I very much suffered to understand how to put the pictures and even more how to put the pictures. I absolutely love the final look and I feel that all the work has been put to good use.
Ships:
I just made my first ever website and my first ever attempt to programming. What was difficult was figuring out the hackatime, downloading the apps and setting up everything so that I can finally show the world. I never knew programming could be so exciting, I love the CSS part because it helps me paly with colours and stuff. I am still building it. This is not the final version, I still need to play with CSS :) hehe. I started coding at noon then it is only when I need to post a devlog that I realise that hackatime is not in my editor😭😭, that is why it shows only 1 hour. 😭😭...
|
1793335997.0649796
|
1793422397.0649796
|
|
989
|
MICRO-WARS! by @lisreney | Stardance
|
lisreney
|
0
|
1.36
|
0
|
[]
|
[{"post_id": 7374, "ts": "2026 [{"post_id": 7374, "ts": "2026-06-12T09:11:27Z", "hours": 1.3647, "text": "i have big ambitions for someone who’s new at coding but i’m making a 2d pixel educational tower defense game that is medical themed! stay tuned for my journey~"}]...
|
Title: MICRO-WARS! by @lisreney | Stardance
Devlo Title: MICRO-WARS! by @lisreney | Stardance
Devlogs:
i have big ambitions for someone who’s new at coding but i’m making a 2d pixel educational tower defense game that is medical themed! stay tuned for my journey~...
|
1792702220.551228
|
1793307020.551228
|
|
59279
|
DELTAOS by @solxmn | Stardance
|
solxmn
|
0
|
2.9
|
0
|
[]
|
[{"post_id": 73743, "ts": "202 [{"post_id": 73743, "ts": "2026-09-25T20:25:55Z", "hours": 2.8978, "text": "Finally set up the essentials Started working on styling the OS (Windows, settings, personalization etc…). Came up with custom logic for rendering personalized window borders (as shown), worked on themes and added animated backgrounds support."}]...
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Title: DELTAOS by @solxmn | Stardance
Devlogs:
Fi Title: DELTAOS by @solxmn | Stardance
Devlogs:
Finally set up the essentials Started working on styling the OS (Windows, settings, personalization etc…). Came up with custom logic for rendering personalized window borders (as shown), worked on themes and added animated backgrounds support....
|
1792792220.0145195
|
1793397020.0145195
|
|
65824
|
Chesslog by @natnaelkedir | Stardance
|
natnaelkedir
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T20:48:17Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just made Chesslog, a free, minimalist chess logging platform. It helps you track your games, learn from your mistakes, and keep track of your overall win rate. I implemented things like server-side pagination, JWT authentication and database integration to store your credentials and logs. Since this is my first full-stack application, I struggled with many things. Although I had some experience working with the frontend and backend independently, I didn’t really know how to connect the two. And also I was new to React so there were things I was unfamiliar with like useMemo and useContext. But I was finally capable of building my very first full-stack application. It’s up and running so all of you can use it, and improve your chess games.", "repo": "https://github.com/natiked/chesslog", "demo": "https://chesslog-project.vercel.app/"}]...
|
[{"post_id": 73744, "ts": "202 [{"post_id": 73744, "ts": "2026-09-25T20:34:33Z", "hours": 16.0789, "text": "I just deployed my first full-stack web application. It’s called Chesslog and it will help you keep track of your chess games, review your games, and know your overall win rate. You can create an account for free and start logging your games."}]...
|
Title: Chesslog by @natnaelkedir | Stardance
Devl Title: Chesslog by @natnaelkedir | Stardance
Devlogs:
I just deployed my first full-stack web application. It’s called Chesslog and it will help you keep track of your chess games, review your games, and know your overall win rate. You can create an account for free and start logging your games.
Ships:
I just made Chesslog, a free, minimalist chess logging platform. It helps you track your games, learn from your mistakes, and keep track of your overall win rate. I implemented things like server-side pagination, JWT authentication and database integration to store your credentials and logs. Since this is my first full-stack application, I struggled with many things. Although I had some experience working with the frontend and backend independently, I didn’t really know how to connect the two. And also I was new to React so there were things I was unfamiliar with like useMemo and useContext. But I was finally capable of building my very first full-stack application. It’s up and running so all of you can use it, and improve your chess games....
|
1793213810.0837452
|
1793300210.0837452
|
|
700
|
Void Strike by @JudeW | Stardance
|
JudeW
|
1
|
103.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T15:27:38Z", "hours": 103.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi! The project I’ve been working on is called Void Strike. It’s a space shooter game in which the player controls a spaceship and must survive hordes of enemy waves. The reason why I chose to create this game is that I thought it would be easy. Since I’ve never really used Godot, I thought I should start simple. By the end of working on it, I can confidently say that I’ve learned at least the basics of the engine. That’s all anyway. Have Fun! Also, last night when I was trying to add it to Itch.io, I accidentally overwrote LITERALLY ALL of my files and everything, so the only thing I have left is the HTML export, and the entire project on my Godot account is just gone, and I can’t recover it, so if there is anything a little buggy, that’s probably why. And I can’t do anything about it, sorry. I just decided to ship it as it currently is instead of not shipping it at all, since I’ve already spent too much of my time on this. Once more, I’m sorry.", "repo": "https://github.com/judeweibley-cell/Void-Strike", "demo": "https://ludew.itch.io/void-strike"}]...
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[{"post_id": 73757, "ts": "202 [{"post_id": 73757, "ts": "2026-09-25T21:24:54Z", "hours": 2.5992, "text": "Finally finished the game!!! Just posting a quick devlog before shipping. I added satellites and space junk that can fly in from the right side of your screen, which adds an extra obstacle. The only hard part about it was figuring out some physics equations with Newton’s Law of Universal Gravitation. After that, it was finished. Here’s my code if you want to look at it(GDScript): extends Node2D var item = 0 var active_node: Node2D = null var velocity := Vector2.ZERO var rotation_speed := 0.0 var spawning_enabled := true const MIN_SPAWN_TIME = 10.0 const MAX_SPAWN_TIME = 15.0 const PLANET_POSITION = Vector2(300, 1500) const GRAVITY_STRENGTH = 450000.0 @onready var timer = $Timer @onready var small_satellite = $“Small satelltite” @onready var large_satellite = $“Large satellite” @onready var scrap = $Scrap func _ready() -> void: randomize_next_spawn_time() func _process(delta: float) -> void: if active_node and active_node.visible: var vector_to_planet = PLANET_POSITION - active_node.global_position var distance = vector_to_planet.length() var direction = vector_to_planet.normalized() var gravity_force = direction * (GRAVITY_STRENGTH / (distance * distance)) velocity += gravity_force * delta active_node.global_position += velocity * delta active_node.rotation += rotation_speed * delta if active_node.global_position.x < -150: disable_active_node() func _on_timer_timeout() -> void: randomize_next_spawn_time() if not spawning_enabled: return item = randi_range(1, 3) if item == 1: pick_small() elif item == 2: pick_large() else: pick_scrap() func randomize_next_spawn_time() -> void: if timer: timer.wait_time = randf_range(MIN_SPAWN_TIME, MAX_SPAWN_TIME) timer.start() func reset_and_launch(node: Node2D): disable_active_node() small_satellite.hide() large_satellite.hide() scrap.hide() node.show() node.global_position = Vector2(600, randi_range(0, 960)) velocity = Vector2(-150, -45) rotation_speed = randf_range(-1.5, 1.5) if node.has_method(\"set_deferred\"): node.set_deferred(\"monitoring\", true) node.set_deferred(\"monitorable\", true) active_node = node func disable_active_node(): if active_node: active_node.hide() if active_node.has_method(“set_deferred”): active_node.set_deferred(“monitoring”, false) active_node.set_deferred(“monitorable”, false) func stop_spawning() -> void: spawning_enabled = false timer.stop() func start_spawning() -> void: spawning_enabled = true randomize_next_spawn_time() func pick_small(): reset_and_launch(small_satellite) func pick_large(): reset_and_launch(large_satellite) func pick_scrap(): reset_and_launch(scrap) func _on_scrap_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node() func _on_large_satellite_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node() func _on_small_satelltite_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node()"}, {"post_id": 73337, "ts": "2026-09-24T22:14:34Z", "hours": 10.0881, "text": "Lately I’ve just been polishing the game. Nothing super interesting. I fixed the keybindings because when you selected a key with a long name like RightBracket, the label would expand into the button and overlap. I just made a better layout for it and made it so the text would be aligned on the right side, making it expand to the left instead. Then I worked on cleaning up some of my code since I’m planning on shipping tomorrow. Then I added a TON of polish to the main menu. I added a little rotating tip at the bottom and displayed your high score and highest wave at the top of the menu, which was easy enough. I still want to log at least two more hours, so if anyone has ideas, please let me know, because I’m out of ideas. Also, in the pictures, if the text looks sideways, it’s because I rotated it as a little animation. I think the current total for lines of code is 3005, if you’re interested, btw."}, {"post_id": 67665, "ts": "2026-09-13T20:25:53Z", "hours": 5.2769, "text": "I’ve just been working on adding some finishing touches lately, most of which include working with the new log feature. Inside of it I have three different tabs Enemies which is just a list of all of the different enemies and their stats like hp and speed. The second one is for achievements. I have ten so far, which include: First Orbit, earned by playing for 15 mins. Deep Space Transit for 30 minutes, and Time Flies for an hour. Atmosphere Cleared for getting to wave 5. Flight Lieutenant for wave 15. Squadron Leader for wave 30, and Cosmic Anomaly for 50. Just Getting Warm for killing a thousand enemies. Determined I for dying 50 times and Determined II for dying 100 times. I also added some progress bars to visually show your progress towards the achievements. For the stats menu, all I changed was adding a darker panel behind all the stats to add some detail; other than that, that’s all I did. Also, the scrolling menus were almost my downfall."}, {"post_id": 66787, "ts": "2026-09-12T17:48:29Z", "hours": 3.1139, "text": "This morning, I’ve been working on adding a statistics menu to the menu, which keeps track of stuff like your highest wave or how many power-ups you’ve bought. All of the things are saved after closing the window, so not much has been added, but it’s something."}, {"post_id": 66317, "ts": "2026-09-12T02:32:23Z", "hours": 6.9156, "text": "Fairly large update!!! Over the past few days, I’ve been working and have gotten quite a lot done. Recent changes include A new bomber enemy who appears on wave 15, dropping bombs as it passes through. Bombs have 3 seconds before exploding and deal the standard 1 HP. Then I polished the menu so that instead of having ugly buttons down at the bottom of the screen, I now have large transparent buttons right in the middle of the screen. I also made the buttons feel really juicy, changing color and playing a short clicking sound when hovered over with the mouse. I changed up the settings panel by adding some darker panels for detail and organization. Instead of the set WASD and arrow keys, I now have key binding as an option. I don’t know what other controls players would use, but just in case, and it also makes the game feel more polished. I think right now I plan on adding a stats page in the menu next that can showcase stuff like your highest wave, how many attempts, and enemies killed. But I think I’m going to save that for tomorrow. So for now, I’ll see you in the next devlog. :)"}, {"post_id": 62492, "ts": "2026-09-05T21:34:48Z", "hours": 9.9294, "text": "🎉🎉Major Update🎉🎉 After a little bit of playtesting, I came to the conclusion that the game needed to be much harder because it came up as a problem more often than not. I was already planning to add a few more enemy types, so it didn’t really matter. New Enemy Types 1) A horde of diver enemies 2) A large tank enemy that has double shots 3) A Suicider enemy which pathfinds to the player 4) An asteroid field that can spawn I also plan on adding a bomber enemy with explosions, and a flame thrower enemy which will deal more damage the longer you are in the flames and will burn your fuel. But because I was so close to the 10-hour limit, I have to make a devlog before continuing on it. I also decreased the wavelength from 30 seconds to just 20 because it made for a much faster-paced game and was easier on the player. In the future, I plan on adding a keybind option to the settings, which might take a while to figure out, bosses, which probably won’t happen, and a ton more polish to the menu because it looks terrible."}, {"post_id": 57756, "ts": "2026-08-30T01:10:30Z", "hours": 0.6822, "text": "Small Update: I just added a notes and acknowledgements page to replace the old broken leaderboard page. It just includes some writing and a link to my new Discord Page. If you want to join early to the launch, here’s the link: https://discord.gg/ccgyRZArYm"}, {"post_id": 57724, "ts": "2026-08-29T23:55:41Z", "hours": 8.8753, "text": "🎉🎉MAJOR UPDATE🎉🎉: For the past few days I’ve been working on a few updates, which include finishing and balancing the new Super Nova feature. When you max out all 3 power-up upgrades, it allows you to super charge. One of them includes Double Shot, 2x score on top of 2x score, and buffs for a short amount of time after your shield breaks. I made waves infinitely and made them progressively harder with each passing wave. I added a slight amount of polish to the menu where a little click sound plays when you toggle settings or press a button. I realized that when the player got hit it wasn’t very noticeable since it played the same sound as when an enemy got hit, so I added screen shake which was something I wanted to add for a while but procrastinated it because the way I made my scrolling background with a Parallax background that had a Parallax layer and sprite 2D as a child so when I added the camera 2D node it stopped the background from scrolling so I had to delete all of that and update it with the newer method. But after an hour or so, I got it looking clean and was happy with it, so now when the player takes damage, there is a very noticeable shake to the screen, which helps indicate that you got hit. I also added this to the enemy, but you have to build up a fairly large consecutive hit counter to really notice it. I did start to work on a new tank enemy since all of the existing ones are relatively weak, so this one will have 5 HP, which is half of an asteroid, and will shoot double-shot bullets, which will be punishing if the player gets hit by it. Speaking of HP, instead of healing the player’s hearts back to their maximum amount despite the current amount, it now only heals you by one heart. Now normally, I would have a video to showcase all of these new features, but my thing is weird and will only take images, not videos, so sorry if it’s missing, like all of the updates."}, {"post_id": 48557, "ts": "2026-08-17T00:20:01Z", "hours": 10.9817, "text": "Major Update: Over the past few days, I’ve added a lot of features that will have a significant impact on the game. The first of which is a new shop where the player can purchase upgrades, including a +5% speed increase (limit of 25%), a +5% fire rate upgrade (limit of 25%), and, lastly, a refuel upgrade, which will refill 5% for the cost of 1 coin. The player now has 3 lives instead of just 1, which will allow the player to progress through the game more. In the shop the player can upgrade the amount of lives they have(max of 5). After each wave their health returns to it’s maximum, but fuel will remain the same. In the power-ups tab, the player can increase the duration of each power-up by a maximum of 5 seconds. Once the player maxes out all 3 power-ups, they will unlock a feature called Super Nova were they can select one of the three power-ups to gain a new feature that will help the player survive new waves. Speaking of waves, the next change includes breaking up the game into multiple waves. This change allows the player to get a break between waves to upgrade their ship in the shop. This also makes the player feel like they are progressing through the game more."}, {"post_id": 45996, "ts": "2026-08-12T20:45:30Z", "hours": 5.9294, "text": "Large Update: Last night and this morning, I’ve been working on some new features, including a new fuel tank that slowly depletes, and the only way to refill it is by collecting fuel canisters. This change also allows the player to hold down Shift to get a 50% speed increase, but the fuel tank goes down twice as fast. I also added a new fire particle effect that follows the player, making the game feel much livelier. Coins are also a new feature that have a 10% drop rate on the death of an enemy. Right now, coins do nothing, but in the future I have plans to add a shop/upgrade feature. The player now has three lives instead of one; this makes the game feel more forgiving, but when you lose a heart, your fuel tank decreases by 20%, making fuel a much bigger problem than before. When your fuel tank hits 0, the game is over regardless of how many hearts the player has."}, {"post_id": 45420, "ts": "2026-08-11T21:06:05Z", "hours": 2.1111, "text": "Today’s changes include adding a new power-up, which is a shield that protects the player from one hit for 10 seconds. There is a shield Icon which follows the player around, acting as a visual indicator for the power-up. I also made the player movement much smoother by making the player accelerate in a direction instead of moving at a flat rate, which makes the game overall feel much more “alive”."}, {"post_id": 44986, "ts": "2026-08-11T03:37:37Z", "hours": 9.8844, "text": "Major update: as you can tell from me logging in more than 9 hours, I made a lot of changes, which include two new enemies because I realized as long as you don’t actively try to die, you can live forever, so we have two new enemies, both of which fire bullets at the player, so you have something that poses a threat unlike the old enemies. One is quick, has a fast firing speed, and is small, but only has 1 hp. It also provides more points than its much slower partner, who has 2 hp, a slower firing rate, and a bigger hitbox. I also added two power-ups, randomly selected from the two as collectable items: the first doubles your shoot cooldown for 5 seconds, and the second doubles your score income for 15 seconds. When you collect a power-up, a bar appears at the bottom of your screen, showing how much time remains on your power-up. That’s all that I did for this week, and more features are on their way. Thanks! p.s. I can’t add a video containing the update because my thing is weird and only lets me upload images to Stardance. Sorry about the inconvenience😭"}, {"post_id": 41458, "ts": "2026-08-05T17:55:55Z", "hours": 3.8344, "text": "These past few days, I worked on adding polish, bug fixes, and a new load screen. The load screen GUI is just a placeholder until I can polish it off. I might have to scrap an online leaderboard because I’m new to Godot and know very little GD script, so I can’t use SilentWolf. I’ve been working on implementing Talo, but I can’t find any tutorials, and Google can’t help me with it. Unless I can get it working I don’t think I can add an online leader board."}, {"post_id": 38325, "ts": "2026-07-31T17:27:19Z", "hours": 1.1819, "text": "I need help. I did finally fix the one bug that stopped enemies from spawning, but my next goal was to make a leaderboard, so I set up all of the UI for it, and when I realized I had no idea what I was doing, I ultimately looked up a YouTube tutorial. I didn’t realize that I needed to use a plugin to create an online server for my game. And when I tried to download Silent Wolf, it wouldn’t let me because I was still using version 4.4, and I didn’t want to update it in case it broke my game. So do I scrap leaderboards, or is there some other way?"}, {"post_id": 38211, "ts": "2026-07-31T14:41:42Z", "hours": 5.3556, "text": "Lately I’ve been working on adding a settings feature that includes options for music, sound effects, and a reset data button. While working on this feature, I managed to break my entire game, so fingers crossed I can fix it. I plan on adding an online leaderboard (If I can fix the game)."}, {"post_id": 35191, "ts": "2026-07-26T13:44:00Z", "hours": 4.8325, "text": "Void Strike is a space shooter-type game in which the player must test their skills by trying to survive for as long as possible while gaining points by killing enemies. Changelog: Added an asteroid, which is a new obstacle that has a lot of HP and permits the enemies to advance closer to the player. Bug fixes I haven’t posted a devlog because I’ve been on vacation so I’m very behind on my project."}, {"post_id": 3278, "ts": "2026-06-06T04:13:02Z", "hours": 6.4203, "text": "Void Strike is a space shooter-type game in which the player must test their skills by trying to survive for as long as possible while gaining points by killing enemies. I haven’t posted a Dev-log for a while, but I’ve added a lot of features in that time. Changelog Scrolling background and particle effects Sound effects On-screen score counter High-score Game over screen Player Balancing Difficulty increases over time My next steps will be to add a main menu, possibly a shop and a currency to buy player upgrades, and a competitive global scoreboard. P.S. I would take a video, but my internet keeps showing an error, so I’ve taken a photo instead. Believe me, I added what I said I did."}, {"post_id": 1829, "ts": "2026-06-04T01:27:56Z", "hours": 1.7686, "text": "Void Strike is a simple space shooter type game that I’m working on. I know it’s a little simple, but I’m inexperienced with Godot. Changelog You can hold down space to shoot 2 new enemies (1 fast, and 1 slow) Randomized enemy spawning"}, {"post_id": 1748, "ts": "2026-06-03T22:43:16Z", "hours": 2.7453, "text": "Void Strike, which is a space shooter I just started working on. It will be on the simpler side, because I’m new to using Godot. So far I have the player movement, and shooting working. I plan to add a lot more in the future."}]...
|
Title: Void Strike by @JudeW | Stardance
Devlogs: Title: Void Strike by @JudeW | Stardance
Devlogs:
Void Strike, which is a space shooter I just started working on. It will be on the simpler side, because I’m new to using Godot. So far I have the player movement, and shooting working. I plan to add a lot more in the future.
Void Strike is a simple space shooter type game that I’m working on. I know it’s a little simple, but I’m inexperienced with Godot. Changelog You can hold down space to shoot 2 new enemies (1 fast, and 1 slow) Randomized enemy spawning
Void Strike is a space shooter-type game in which the player must test their skills by trying to survive for as long as possible while gaining points by killing enemies. I haven’t posted a Dev-log for a while, but I’ve added a lot of features in that time. Changelog Scrolling background and particle effects Sound effects On-screen score counter High-score Game over screen Player Balancing Difficulty increases over time My next steps will be to add a main menu, possibly a shop and a currency to buy player upgrades, and a competitive global scoreboard. P.S. I would take a video, but my internet keeps showing an error, so I’ve taken a photo instead. Believe me, I added what I said I did.
Void Strike is a space shooter-type game in which the player must test their skills by trying to survive for as long as possible while gaining points by killing enemies. Changelog: Added an asteroid, which is a new obstacle that has a lot of HP and permits the enemies to advance closer to the player. Bug fixes I haven’t posted a devlog because I’ve been on vacation so I’m very behind on my project.
Lately I’ve been working on adding a settings feature that includes options for music, sound effects, and a reset data button. While working on this feature, I managed to break my entire game, so fingers crossed I can fix it. I plan on adding an online leaderboard (If I can fix the game).
I need help. I did finally fix the one bug that stopped enemies from spawning, but my next goal was to make a leaderboard, so I set up all of the UI for it, and when I realized I had no idea what I was doing, I ultimately looked up a YouTube tutorial. I didn’t realize that I needed to use a plugin to create an online server for my game. And when I tried to download Silent Wolf, it wouldn’t let me because I was still using version 4.4, and I didn’t want to update it in case it broke my game. So do I scrap leaderboards, or is there some other way?
These past few days, I worked on adding polish, bug fixes, and a new load screen. The load screen GUI is just a placeholder until I can polish it off. I might have to scrap an online leaderboard because I’m new to Godot and know very little GD script, so I can’t use SilentWolf. I’ve been working on implementing Talo, but I can’t find any tutorials, and Google can’t help me with it. Unless I can get it working I don’t think I can add an online leader board.
Major update: as you can tell from me logging in more than 9 hours, I made a lot of changes, which include two new enemies because I realized as long as you don’t actively try to die, you can live forever, so we have two new enemies, both of which fire bullets at the player, so you have something that poses a threat unlike the old enemies. One is quick, has a fast firing speed, and is small, but only has 1 hp. It also provides more points than its much slower partner, who has 2 hp, a slower firing rate, and a bigger hitbox. I also added two power-ups, randomly selected from the two as collectable items: the first doubles your shoot cooldown for 5 seconds, and the second doubles your score income for 15 seconds. When you collect a power-up, a bar appears at the bottom of your screen, showing how much time remains on your power-up. That’s all that I did for this week, and more features are on their way. Thanks! p.s. I can’t add a video containing the update because my thing is weird and only lets me upload images to Stardance. Sorry about the inconvenience😭
Today’s changes include adding a new power-up, which is a shield that protects the player from one hit for 10 seconds. There is a shield Icon which follows the player around, acting as a visual indicator for the power-up. I also made the player movement much smoother by making the player accelerate in a direction instead of moving at a flat rate, which makes the game overall feel much more “alive”.
Large Update: Last night and this morning, I’ve been working on some new features, including a new fuel tank that slowly depletes, and the only way to refill it is by collecting fuel canisters. This change also allows the player to hold down Shift to get a 50% speed increase, but the fuel tank goes down twice as fast. I also added a new fire particle effect that follows the player, making the game feel much livelier. Coins are also a new feature that have a 10% drop rate on the death of an enemy. Right now, coins do nothing, but in the future I have plans to add a shop/upgrade feature. The player now has three lives instead of one; this makes the game feel more forgiving, but when you lose a heart, your fuel tank decreases by 20%, making fuel a much bigger problem than before. When your fuel tank hits 0, the game is over regardless of how many hearts the player has.
Major Update: Over the past few days, I’ve added a lot of features that will have a significant impact on the game. The first of which is a new shop where the player can purchase upgrades, including a +5% speed increase (limit of 25%), a +5% fire rate upgrade (limit of 25%), and, lastly, a refuel upgrade, which will refill 5% for the cost of 1 coin. The player now has 3 lives instead of just 1, which will allow the player to progress through the game more. In the shop the player can upgrade the amount of lives they have(max of 5). After each wave their health returns to it’s maximum, but fuel will remain the same. In the power-ups tab, the player can increase the duration of each power-up by a maximum of 5 seconds. Once the player maxes out all 3 power-ups, they will unlock a feature called Super Nova were they can select one of the three power-ups to gain a new feature that will help the player survive new waves. Speaking of waves, the next change includes breaking up the game into multiple waves. This change allows the player to get a break between waves to upgrade their ship in the shop. This also makes the player feel like they are progressing through the game more.
🎉🎉MAJOR UPDATE🎉🎉: For the past few days I’ve been working on a few updates, which include finishing and balancing the new Super Nova feature. When you max out all 3 power-up upgrades, it allows you to super charge. One of them includes Double Shot, 2x score on top of 2x score, and buffs for a short amount of time after your shield breaks. I made waves infinitely and made them progressively harder with each passing wave. I added a slight amount of polish to the menu where a little click sound plays when you toggle settings or press a button. I realized that when the player got hit it wasn’t very noticeable since it played the same sound as when an enemy got hit, so I added screen shake which was something I wanted to add for a while but procrastinated it because the way I made my scrolling background with a Parallax background that had a Parallax layer and sprite 2D as a child so when I added the camera 2D node it stopped the background from scrolling so I had to delete all of that and update it with the newer method. But after an hour or so, I got it looking clean and was happy with it, so now when the player takes damage, there is a very noticeable shake to the screen, which helps indicate that you got hit. I also added this to the enemy, but you have to build up a fairly large consecutive hit counter to really notice it. I did start to work on a new tank enemy since all of the existing ones are relatively weak, so this one will have 5 HP, which is half of an asteroid, and will shoot double-shot bullets, which will be punishing if the player gets hit by it. Speaking of HP, instead of healing the player’s hearts back to their maximum amount despite the current amount, it now only heals you by one heart. Now normally, I would have a video to showcase all of these new features, but my thing is weird and will only take images, not videos, so sorry if it’s missing, like all of the updates.
Small Update: I just added a notes and acknowledgements page to replace the old broken leaderboard page. It just includes some writing and a link to my new Discord Page. If you want to join early to the launch, here’s the link: https://discord.gg/ccgyRZArYm
🎉🎉Major Update🎉🎉 After a little bit of playtesting, I came to the conclusion that the game needed to be much harder because it came up as a problem more often than not. I was already planning to add a few more enemy types, so it didn’t really matter. New Enemy Types 1) A horde of diver enemies 2) A large tank enemy that has double shots 3) A Suicider enemy which pathfinds to the player 4) An asteroid field that can spawn I also plan on adding a bomber enemy with explosions, and a flame thrower enemy which will deal more damage the longer you are in the flames and will burn your fuel. But because I was so close to the 10-hour limit, I have to make a devlog before continuing on it. I also decreased the wavelength from 30 seconds to just 20 because it made for a much faster-paced game and was easier on the player. In the future, I plan on adding a keybind option to the settings, which might take a while to figure out, bosses, which probably won’t happen, and a ton more polish to the menu because it looks terrible.
Fairly large update!!! Over the past few days, I’ve been working and have gotten quite a lot done. Recent changes include A new bomber enemy who appears on wave 15, dropping bombs as it passes through. Bombs have 3 seconds before exploding and deal the standard 1 HP. Then I polished the menu so that instead of having ugly buttons down at the bottom of the screen, I now have large transparent buttons right in the middle of the screen. I also made the buttons feel really juicy, changing color and playing a short clicking sound when hovered over with the mouse. I changed up the settings panel by adding some darker panels for detail and organization. Instead of the set WASD and arrow keys, I now have key binding as an option. I don’t know what other controls players would use, but just in case, and it also makes the game feel more polished. I think right now I plan on adding a stats page in the menu next that can showcase stuff like your highest wave, how many attempts, and enemies killed. But I think I’m going to save that for tomorrow. So for now, I’ll see you in the next devlog. :)
This morning, I’ve been working on adding a statistics menu to the menu, which keeps track of stuff like your highest wave or how many power-ups you’ve bought. All of the things are saved after closing the window, so not much has been added, but it’s something.
I’ve just been working on adding some finishing touches lately, most of which include working with the new log feature. Inside of it I have three different tabs Enemies which is just a list of all of the different enemies and their stats like hp and speed. The second one is for achievements. I have ten so far, which include: First Orbit, earned by playing for 15 mins. Deep Space Transit for 30 minutes, and Time Flies for an hour. Atmosphere Cleared for getting to wave 5. Flight Lieutenant for wave 15. Squadron Leader for wave 30, and Cosmic Anomaly for 50. Just Getting Warm for killing a thousand enemies. Determined I for dying 50 times and Determined II for dying 100 times. I also added some progress bars to visually show your progress towards the achievements. For the stats menu, all I changed was adding a darker panel behind all the stats to add some detail; other than that, that’s all I did. Also, the scrolling menus were almost my downfall.
Lately I’ve just been polishing the game. Nothing super interesting. I fixed the keybindings because when you selected a key with a long name like RightBracket, the label would expand into the button and overlap. I just made a better layout for it and made it so the text would be aligned on the right side, making it expand to the left instead. Then I worked on cleaning up some of my code since I’m planning on shipping tomorrow. Then I added a TON of polish to the main menu. I added a little rotating tip at the bottom and displayed your high score and highest wave at the top of the menu, which was easy enough. I still want to log at least two more hours, so if anyone has ideas, please let me know, because I’m out of ideas. Also, in the pictures, if the text looks sideways, it’s because I rotated it as a little animation. I think the current total for lines of code is 3005, if you’re interested, btw.
Finally finished the game!!! Just posting a quick devlog before shipping. I added satellites and space junk that can fly in from the right side of your screen, which adds an extra obstacle. The only hard part about it was figuring out some physics equations with Newton’s Law of Universal Gravitation. After that, it was finished. Here’s my code if you want to look at it(GDScript): extends Node2D var item = 0 var active_node: Node2D = null var velocity := Vector2.ZERO var rotation_speed := 0.0 var spawning_enabled := true const MIN_SPAWN_TIME = 10.0 const MAX_SPAWN_TIME = 15.0 const PLANET_POSITION = Vector2(300, 1500) const GRAVITY_STRENGTH = 450000.0 @onready var timer = $Timer @onready var small_satellite = $“Small satelltite” @onready var large_satellite = $“Large satellite” @onready var scrap = $Scrap func _ready() -> void: randomize_next_spawn_time() func _process(delta: float) -> void: if active_node and active_node.visible: var vector_to_planet = PLANET_POSITION - active_node.global_position var distance = vector_to_planet.length() var direction = vector_to_planet.normalized() var gravity_force = direction * (GRAVITY_STRENGTH / (distance * distance)) velocity += gravity_force * delta active_node.global_position += velocity * delta active_node.rotation += rotation_speed * delta if active_node.global_position.x < -150: disable_active_node() func _on_timer_timeout() -> void: randomize_next_spawn_time() if not spawning_enabled: return item = randi_range(1, 3) if item == 1: pick_small() elif item == 2: pick_large() else: pick_scrap() func randomize_next_spawn_time() -> void: if timer: timer.wait_time = randf_range(MIN_SPAWN_TIME, MAX_SPAWN_TIME) timer.start() func reset_and_launch(node: Node2D): disable_active_node() small_satellite.hide() large_satellite.hide() scrap.hide() node.show() node.global_position = Vector2(600, randi_range(0, 960)) velocity = Vector2(-150, -45) rotation_speed = randf_range(-1.5, 1.5) if node.has_method("set_deferred"): node.set_deferred("monitoring", true) node.set_deferred("monitorable", true) active_node = node func disable_active_node(): if active_node: active_node.hide() if active_node.has_method(“set_deferred”): active_node.set_deferred(“monitoring”, false) active_node.set_deferred(“monitorable”, false) func stop_spawning() -> void: spawning_enabled = false timer.stop() func start_spawning() -> void: spawning_enabled = true randomize_next_spawn_time() func pick_small(): reset_and_launch(small_satellite) func pick_large(): reset_and_launch(large_satellite) func pick_scrap(): reset_and_launch(scrap) func _on_scrap_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node() func _on_large_satellite_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node() func _on_small_satelltite_body_entered(body: Node2D) -> void: if body.has_method(“take_damage”): body.take_damage() disable_active_node()
Ships:
Hi! The project I’ve been working on is called Void Strike. It’s a space shooter game in which the player controls a spaceship and must survive hordes of enemy waves. The reason why I chose to create this game is that I thought it would be easy. Since I’ve never really used Godot, I thought I should start simple. By the end of working on it, I can confidently say that I’ve learned at least the basics of the engine. That’s all anyway. Have Fun! Also, last night when I was trying to add it to Itch.io, I accidentally overwrote LITERALLY ALL of my files and everything, so the only thing I have left is the HTML export, and the entire project on my Godot account is just gone, and I can’t recover it, so if there is anything a little buggy, that’s probably why. And I can’t do anything about it, sorry. I just decided to ship it as it currently is instead of not shipping it at all, since I’ve already spent too much of my time on this. Once more, I’m sorry....
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1793152265.6690285
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1793238665.6690285
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28528
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My awesome macropad! by @sanchezmiltonantonio91 | My awesome macropad! by @sanchezmiltonantonio91 | Stardance...
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sanchezmiltonantonio91
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0
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1.53
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0
|
[]
|
[{"post_id": 73758, "ts": "202 [{"post_id": 73758, "ts": "2026-09-25T21:25:05Z", "hours": 0.3417, "text": "Followed the feedback, and its better!"}, {"post_id": 70965, "ts": "2026-09-20T03:59:45Z", "hours": 1.19, "text": "What do you think of my HackPad?"}]...
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Title: My awesome macropad! by @sanchezmiltonanton Title: My awesome macropad! by @sanchezmiltonantonio91 | Stardance
Devlogs:
What do you think of my HackPad?
Followed the feedback, and its better!...
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1793152634.4328594
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1793757434.4328594
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7496
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soul browser by @soulcloude | Stardance
|
soulcloude
|
1
|
124.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T09:57:29Z", "hours": 124.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built the Soul Browser! It’s a high-performance, privacy-first web browser built natively for macOS. Instead of relying on bloated web-wrappers like Electron, I built the entire UI natively in SwiftUI and hooked it into the Chromium Embedded Framework (CEF) backend. This gives it the lightning-fast V8 JavaScript engine and Blink rendering, wrapped in a beautiful, macOS-native shell. The biggest challenge was wrestling with memory optimization and IPC (Inter-Process Communication). Because I avoided Electron, I had to manually manage how the native Swift UI communicated with the underlying Chromium processes. I spent a lot of time stripping down site isolation overhead and tuning the V8 heap limits so the browser stays incredibly lightweight. We also had to build custom retry-logic to stabilize our local AI Codex server connection! I’m incredibly proud of the UI aesthetics and the performance metrics. The browser looks and feels like an expensive Apple product thanks to the frosted glassmorphism and native Swift animations. But more importantly, it runs like a dream. Features like the AI Tab Grouper and native !Bangs integration make it a genuine power-tool for developers. You can download the v1.0.0-beta directly from the Releases tab on GitHub! Since it’s a native macOS app in beta, you may need to right-click and hit “Open” to bypass the unverified developer warning. Try out the !w bangs in the address bar, or open 20 tabs to watch the AI Tab Grouper automatically organize them for you!", "repo": "https://github.com/soulcloude00/soul-browser", "demo": "https://github.com/soulcloude00/soul-browser/releases/tag/v1.0.1-beta"}]...
|
[{"post_id": 7376, "ts": "2026 [{"post_id": 7376, "ts": "2026-06-12T09:36:13Z", "hours": 9.7667, "text": "We just open-sourced the Soul Browser! 🚀 I wanted to build a browser that feels incredibly fast, native to macOS, and respects your privacy—without relying on heavy Electron wrappers. 🛠 The Stack: Built entirely in native Swift & SwiftUI for a buttery smooth UI, powered by the Chromium Embedded Framework (CEF) under the hood for world-class web rendering and V8 JavaScript performance. ✨ Core Features: • !Bangs Integration: Instantly search your favorite sites directly from the address bar (e.g., type !w macOS to jump straight to Wikipedia). • Built for Developers: First-class DevTools support natively integrated, plus aggressive memory optimization so your browser doesn’t compete with your compiler for RAM. • Privacy & Security First: Zero telemetry. No aggressive tracking. We baked in anti-phishing scanners, Tor-proxy support, and secure local keychain integration. If you’re tired of bloated web browsers, come check out the code, leave a ⭐, or contribute! 🔗 GitHub: https://github.com/soulcloude00/soul-browser Let me know what you think of the architecture! 👇 #swiftui #macos #opensource #buildinpublic"}, {"post_id": 6403, "ts": "2026-06-10T19:31:08Z", "hours": 14.0, "text": "done a full setting page for the browser took almost 14 hours , so basically its focused all all the use cases , developers , normal users and so many - planing to make a browser that no other browser has achieved"}, {"post_id": 2945, "ts": "2026-06-05T21:05:35Z", "hours": 0.5053, "text": "made an onboarding pages for the browser"}, {"post_id": 2687, "ts": "2026-06-05T11:17:35Z", "hours": 0.7861, "text": "added local ai assisted chat and navigation panel like comet browser on my browser it took lot of time lol"}, {"post_id": 2653, "ts": "2026-06-05T09:56:11Z", "hours": 13.3472, "text": "soul browser devlog 2 - creating a web page for the browser so that users can download from my website"}, {"post_id": 2372, "ts": "2026-06-04T20:35:41Z", "hours": 85.8667, "text": "crafting my own browser"}]...
|
Title: soul browser by @soulcloude | Stardance
De Title: soul browser by @soulcloude | Stardance
Devlogs:
crafting my own browser
soul browser devlog 2 - creating a web page for the browser so that users can download from my website
added local ai assisted chat and navigation panel like comet browser on my browser it took lot of time lol
made an onboarding pages for the browser
done a full setting page for the browser took almost 14 hours , so basically its focused all all the use cases , developers , normal users and so many - planing to make a browser that no other browser has achieved
We just open-sourced the Soul Browser! 🚀 I wanted to build a browser that feels incredibly fast, native to macOS, and respects your privacy—without relying on heavy Electron wrappers. 🛠 The Stack: Built entirely in native Swift & SwiftUI for a buttery smooth UI, powered by the Chromium Embedded Framework (CEF) under the hood for world-class web rendering and V8 JavaScript performance. ✨ Core Features: • !Bangs Integration: Instantly search your favorite sites directly from the address bar (e.g., type !w macOS to jump straight to Wikipedia). • Built for Developers: First-class DevTools support natively integrated, plus aggressive memory optimization so your browser doesn’t compete with your compiler for RAM. • Privacy & Security First: Zero telemetry. No aggressive tracking. We baked in anti-phishing scanners, Tor-proxy support, and secure local keychain integration. If you’re tired of bloated web browsers, come check out the code, leave a ⭐, or contribute! 🔗 GitHub: https://github.com/soulcloude00/soul-browser Let me know what you think of the architecture! 👇 #swiftui #macos #opensource #buildinpublic
Ships:
I built the Soul Browser! It’s a high-performance, privacy-first web browser built natively for macOS. Instead of relying on bloated web-wrappers like Electron, I built the entire UI natively in SwiftUI and hooked it into the Chromium Embedded Framework (CEF) backend. This gives it the lightning-fast V8 JavaScript engine and Blink rendering, wrapped in a beautiful, macOS-native shell. The biggest challenge was wrestling with memory optimization and IPC (Inter-Process Communication). Because I avoided Electron, I had to manually manage how the native Swift UI communicated with the underlying Chromium processes. I spent a lot of time stripping down site isolation overhead and tuning the V8 heap limits so the browser stays incredibly lightweight. We also had to build custom retry-logic to stabilize our local AI Codex server connection! I’m incredibly proud of the UI aesthetics and the performance metrics. The browser looks and feels like an expensive Apple product thanks to the frosted glassmorphism and native Swift animations. But more importantly, it runs like a dream. Features like the AI Tab Grouper and native !Bangs integration make it a genuine power-tool for developers. You can download the v1.0.0-beta directly from the Releases tab on GitHub! Since it’s a native macOS app in beta, you may need to right-click and hit “Open” to bypass the unverified developer warning. Try out the !w bangs in the address bar, or open 20 tabs to watch the AI Tab Grouper automatically organize them for you!...
|
1793278097.7649293
|
1793364497.7649293
|
|
64885
|
GUARDIANX by @Rishi_ | Stardance
|
Rishi_
|
0
|
0.42
|
0
|
[]
|
[{"post_id": 73763, "ts": "202 [{"post_id": 73763, "ts": "2026-09-25T21:38:03Z", "hours": 0.4167, "text": "Working on GuardianX , a smart student dismissal and guardian verification system. I’m currently working on GuardianX , soldering and testing the hardware while also building the web interface. Today I’m connecting the components and working on getting the webpage ready for the hardware workflow"}]...
|
Title: GUARDIANX by @Rishi_ | Stardance
Devlogs:
Title: GUARDIANX by @Rishi_ | Stardance
Devlogs:
Working on GuardianX , a smart student dismissal and guardian verification system. I’m currently working on GuardianX , soldering and testing the hardware while also building the web interface. Today I’m connecting the components and working on getting the webpage ready for the hardware workflow...
|
1793069343.017704
|
1793674143.017704
|
|
56944
|
codehealthe by @Baule | Stardance
|
Baule
|
0
|
6.41
|
0
|
[]
|
[{"post_id": 73765, "ts": "202 [{"post_id": 73765, "ts": "2026-09-25T21:47:24Z", "hours": 2.0397, "text": "i reworked the analyzer file to have less bugs and to work properly"}, {"post_id": 72395, "ts": "2026-09-22T20:21:23Z", "hours": 2.0228, "text": "Devlog 2 i made that the analyser.py now detects long functions and unused imports"}, {"post_id": 69751, "ts": "2026-09-17T18:39:12Z", "hours": 2.3428, "text": "Devloge1 I finished the scanner.py file it now walks through files ,reads the file and the line count after that the info will go to the analyser.py file"}]...
|
Title: codehealthe by @Baule | Stardance
Devlogs: Title: codehealthe by @Baule | Stardance
Devlogs:
Devloge1 I finished the scanner.py file it now walks through files ,reads the file and the line count after that the info will go to the analyser.py file
Devlog 2 i made that the analyser.py now detects long functions and unused imports
i reworked the analyzer file to have less bugs and to work properly...
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1792684435.3738837
|
1793289235.3738837
|
|
65266
|
dragon by @Eveykay | Stardance
|
Eveykay
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T22:52:11Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Terry my animatronic dragon. I started him shortly before joining stardance and I think the most difficult part was the jaw. Im still trying to figure out stardance works but I hope everyone else loves terry as much as I do!", "repo": "https://github.com/EveyKay/dragon", "demo": ""}]...
|
[{"post_id": 73766, "ts": "202 [{"post_id": 73766, "ts": "2026-09-25T21:49:09Z", "hours": 0.36, "text": "I added more sound animations!"}, {"post_id": 73305, "ts": "2026-09-24T20:15:10Z", "hours": 2.0083, "text": "I add more animations and a nose"}, {"post_id": 73004, "ts": "2026-09-24T06:20:08Z", "hours": 1.0431, "text": "Im making a robot dragon! His name is Terry, i just switch his brain from an uno to and esp32."}]...
|
Title: dragon by @Eveykay | Stardance
Devlogs:
Im Title: dragon by @Eveykay | Stardance
Devlogs:
Im making a robot dragon! His name is Terry, i just switch his brain from an uno to and esp32.
I add more animations and a nose
I added more sound animations!
Ships:
This is Terry my animatronic dragon. I started him shortly before joining stardance and I think the most difficult part was the jaw. Im still trying to figure out stardance works but I hope everyone else loves terry as much as I do!...
|
1793213720.2834766
|
1793300120.2834766
|
|
54232
|
Birthday hunt by @Necry | Stardance
|
Necry
|
1
|
9.62
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T14:56:07Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is honestly the hardest project I have ever made but it was fun. I am so ready for the next one(which is already started).", "repo": "https://github.com/necrymere/birthday-treasure-hunt", "demo": "https://necrymere.github.io/birthday-treasure-hunt/"}]...
|
[{"post_id": 73769, "ts": "202 [{"post_id": 73769, "ts": "2026-09-25T22:10:37Z", "hours": 0.2794, "text": "I remade parts of the CSS again. Please I am begging you to accept it this time as I do not want to spend too much on the design, again the game itself is the important part(which I am really proud of) not the design. This is one of the rare times I do not care that much about design but this looks nicer, I have to admit. Please if anything else is the matter tell me exactly what you feel is off(hopefully nothing). Genuinely I have no idea what to change. Also I learned how firebase works which is pretty cool."}, {"post_id": 72316, "ts": "2026-09-22T17:26:05Z", "hours": 0.3375, "text": "I fixed a few things about the README and design but it is quite annoying that they keep rejecting me cause of the design because it was not the focal point, playing the game is and I spent most of the time implementing the game and not focusing on the design. I did delete the border and I think it looks a bit better now. It looking like this is a design choice"}, {"post_id": 67632, "ts": "2026-09-13T19:39:24Z", "hours": 0.7811, "text": "I am so glad I am FINALLY done with the README. Now I can ship this project at last. It was fun but I am happy it is done."}, {"post_id": 67564, "ts": "2026-09-13T18:18:32Z", "hours": 1.3917, "text": "I decided to make my life harder by adding a gallery at the end with the photos of the missions. So many bugs but it was worth it. I started writing the readme and I am so happy I did it."}, {"post_id": 66889, "ts": "2026-09-12T20:45:56Z", "hours": 1.4214, "text": "I am sososo happy with myself. I finally finished after countless problems to link my database with the project for live approval of the photos. I am too happy about this. Oh also I decided to make a wall at the end with all the photos gathered on the mission so I will get to that next."}, {"post_id": 64924, "ts": "2026-09-09T17:22:12Z", "hours": 1.3994, "text": "So I am done with the game(I made the buttons match) and I added a end screen after all the missions are completed. Maybe I will finish this tomorrow."}, {"post_id": 55621, "ts": "2026-08-27T16:15:50Z", "hours": 1.6353, "text": "This was a bit faster and I am done with the game itself(I think) and now only maybe something at the end and also testing. Hopefully it works."}, {"post_id": 54449, "ts": "2026-08-25T13:59:24Z", "hours": 2.1542, "text": "Gosh did I really code that long? Oh well. All this time was spent trying to make a page as a joke. This is a page about the “AI” that is behind the site(actually me verifying all the images in real time). So glad I finished it. It has a minor glitch on the version but I will leave it as is. Call it a “stylistic choice”"}]...
|
Title: Birthday hunt by @Necry | Stardance
Devlog Title: Birthday hunt by @Necry | Stardance
Devlogs:
Gosh did I really code that long? Oh well. All this time was spent trying to make a page as a joke. This is a page about the “AI” that is behind the site(actually me verifying all the images in real time). So glad I finished it. It has a minor glitch on the version but I will leave it as is. Call it a “stylistic choice”
This was a bit faster and I am done with the game itself(I think) and now only maybe something at the end and also testing. Hopefully it works.
So I am done with the game(I made the buttons match) and I added a end screen after all the missions are completed. Maybe I will finish this tomorrow.
I am sososo happy with myself. I finally finished after countless problems to link my database with the project for live approval of the photos. I am too happy about this. Oh also I decided to make a wall at the end with all the photos gathered on the mission so I will get to that next.
I decided to make my life harder by adding a gallery at the end with the photos of the missions. So many bugs but it was worth it. I started writing the readme and I am so happy I did it.
I am so glad I am FINALLY done with the README. Now I can ship this project at last. It was fun but I am happy it is done.
I fixed a few things about the README and design but it is quite annoying that they keep rejecting me cause of the design because it was not the focal point, playing the game is and I spent most of the time implementing the game and not focusing on the design. I did delete the border and I think it looks a bit better now. It looking like this is a design choice
I remade parts of the CSS again. Please I am begging you to accept it this time as I do not want to spend too much on the design, again the game itself is the important part(which I am really proud of) not the design. This is one of the rare times I do not care that much about design but this looks nicer, I have to admit. Please if anything else is the matter tell me exactly what you feel is off(hopefully nothing). Genuinely I have no idea what to change. Also I learned how firebase works which is pretty cool.
Ships:
This is honestly the hardest project I have ever made but it was fun. I am so ready for the next one(which is already started)....
|
1793152574.543672
|
1793238974.543672
|
|
57158
|
WarioWare Game by @Trion17fft | Stardance
|
Trion17fft
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T00:22:11Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made TheSpideyWare. The game has 3 differents Mini-games, with some secrets. You can play it on https://trion17fft.itch.io/thespideyware . Have fun!!", "repo": "https://github.com/Trion17fft/SpiderWareGame", "demo": "https://trion17fft.itch.io/thespideyware"}]...
|
[{"post_id": 73777, "ts": "202 [{"post_id": 73777, "ts": "2026-09-25T22:51:10Z", "hours": 1.3569, "text": "I finished my Minigames, but I want to add a shop. I add animation, zoom and some secrets"}, {"post_id": 69855, "ts": "2026-09-17T22:37:43Z", "hours": 0.5358, "text": "Death screen I finished my end screen and fixed a bunch of bugs."}, {"post_id": 69840, "ts": "2026-09-17T21:43:43Z", "hours": 13.8536, "text": "First #Devlog sorry ;) First of all, I created my start screen, then several games. The first one is about collecting all the webs, the goal of the second is to crush all the vilains, and the third is a maze that is still under construction. I have also create a win screen."}]...
|
Title: WarioWare Game by @Trion17fft | Stardance
Title: WarioWare Game by @Trion17fft | Stardance
Devlogs:
First #Devlog sorry ;) First of all, I created my start screen, then several games. The first one is about collecting all the webs, the goal of the second is to crush all the vilains, and the third is a maze that is still under construction. I have also create a win screen.
Death screen I finished my end screen and fixed a bunch of bugs.
I finished my Minigames, but I want to add a shop. I add animation, zoom and some secrets
Ships:
I made TheSpideyWare. The game has 3 differents Mini-games, with some secrets. You can play it on https://trion17fft.itch.io/thespideyware . Have fun!!...
|
1793152227.5394578
|
1793238627.5394578
|
|
17169
|
Second Brain by @prathamrupera | Stardance
|
prathamrupera
|
0
|
0.56
|
0
|
[]
|
[{"post_id": 7378, "ts": "2026 [{"post_id": 7378, "ts": "2026-06-12T09:37:25Z", "hours": 0.5636, "text": "I just finished building the USP now I will focus on semantic search, color coding of folders, keyword search and multi video chat without adding them to folders."}]...
|
Title: Second Brain by @prathamrupera | Stardance
Title: Second Brain by @prathamrupera | Stardance
Devlogs:
I just finished building the USP now I will focus on semantic search, color coding of folders, keyword search and multi video chat without adding them to folders....
|
1792752921.2200072
|
1793357721.2200072
|
|
51104
|
plane (based off of y3 vtol) by @jadedragon | Star plane (based off of y3 vtol) by @jadedragon | Stardance...
|
jadedragon
|
0
|
5.87
|
0
|
[]
|
[{"post_id": 73783, "ts": "202 [{"post_id": 73783, "ts": "2026-09-25T23:40:08Z", "hours": 0.7167, "text": "More work"}, {"post_id": 72871, "ts": "2026-09-23T22:02:42Z", "hours": 1.4, "text": "Learning how to build gears!"}, {"post_id": 54112, "ts": "2026-08-24T22:23:57Z", "hours": 1.3, "text": "I made the backfin for the plane and added a spot for the motor"}, {"post_id": 54066, "ts": "2026-08-24T20:41:54Z", "hours": 0.55, "text": "parts for the wings."}, {"post_id": 51396, "ts": "2026-08-21T02:15:41Z", "hours": 1.9, "text": "Plane. I did learn about hack club until recently so this starts half way through a design."}]...
|
Title: plane (based off of y3 vtol) by @jadedragon Title: plane (based off of y3 vtol) by @jadedragon | Stardance
Devlogs:
Plane. I did learn about hack club until recently so this starts half way through a design.
parts for the wings.
I made the backfin for the plane and added a spot for the motor
Learning how to build gears!
More work...
|
1792658885.6404865
|
1793263685.6404865
|
|
64502
|
C++ Learning by @govindrkumar | Stardance
|
govindrkumar
|
0
|
3.09
|
0
|
[]
|
[{"post_id": 73785, "ts": "202 [{"post_id": 73785, "ts": "2026-09-25T23:57:29Z", "hours": 1.6339, "text": "#Devlog-2; I created a basic console based file manager in C++."}, {"post_id": 72189, "ts": "2026-09-22T12:55:47Z", "hours": 1.4586, "text": "Devlog-1; I created simple console based random number guesser game…I will add more features tomorrow."}]...
|
Title: C++ Learning by @govindrkumar | Stardance
Title: C++ Learning by @govindrkumar | Stardance
Devlogs:
Devlog-1; I created simple console based random number guesser game…I will add more features tomorrow.
#Devlog-2; I created a basic console based file manager in C++....
|
1793065650.874186
|
1793670450.874186
|
|
55903
|
Custom Steno Keyboard by @wchia333 | Stardance
|
wchia333
|
0
|
16.18
|
0
|
[]
|
[{"post_id": 73788, "ts": "202 [{"post_id": 73788, "ts": "2026-09-26T00:10:02Z", "hours": 1.2139, "text": "Made BOM, whoops kinda took me a while to figure out how to do it. Sorry @alex_l for wasting your time."}, {"post_id": 61891, "ts": "2026-09-05T01:49:26Z", "hours": 2.3153, "text": "Added a 0.91 OLED to display what setting its on, finished the KMK firmware. Very straightforward and not to difficult. I’m pretty much done, just will add some update to my Github repo!"}, {"post_id": 61265, "ts": "2026-09-04T03:41:51Z", "hours": 1.5481, "text": "Finished CAD, making it very similar to many of the steno keyboards on the market. I also made a top part which i may or may not add. I also added more holes for M3 Screws"}, {"post_id": 60652, "ts": "2026-09-03T04:43:07Z", "hours": 0.3, "text": "Yayy finished pcb!!! Onto CAD and firmware!!"}, {"post_id": 60535, "ts": "2026-09-02T22:49:34Z", "hours": 2.8256, "text": "Switched over to a keyboard matrix with a raspberry pi pico, also added low profile footprints."}, {"post_id": 58434, "ts": "2026-08-30T21:02:57Z", "hours": 2.4, "text": "I decided to switch over the the ESP32S2 chip because it has more GPIO pins so I can add another layer of keys for various other functions. Its now going to be similar to the Polygot Keyboard. So it can write both in steno and QWERT."}, {"post_id": 57697, "ts": "2026-08-29T22:48:47Z", "hours": 0.7667, "text": "Very simple case for my keyboard, it connects to the PCB with 5 m3 screws and heat set inserts, with some spacers in between. I made it simple so I can print it in fiberglass so it can really highlight how cool the PCB is."}, {"post_id": 57669, "ts": "2026-08-29T21:51:41Z", "hours": 3.5336, "text": "Update: I figured out how to add the Raspberry Pi Pico 2 and then finished the PCB. Honestly more hard than usual, I had to rewire like 20 times and there were soo many errors. Anyways, I’m finished now! Onto CAD ig?"}, {"post_id": 57512, "ts": "2026-08-29T17:57:28Z", "hours": 1.2736, "text": "I’m making a stenography keyboard, basically a keyboard that can type really fast. I started researching and planning. Then I opened up Kicad and started my schematic. Pretty straightforward, but unfortunately I just realized I put the wrong footprint for the Raspberry Pi Pico (I put the chip rather than the whole board). So I might keep it and try to figure out how to make my own. Or just redo it. Wish me luck!"}]...
|
Title: Custom Steno Keyboard by @wchia333 | Starda Title: Custom Steno Keyboard by @wchia333 | Stardance
Devlogs:
I’m making a stenography keyboard, basically a keyboard that can type really fast. I started researching and planning. Then I opened up Kicad and started my schematic. Pretty straightforward, but unfortunately I just realized I put the wrong footprint for the Raspberry Pi Pico (I put the chip rather than the whole board). So I might keep it and try to figure out how to make my own. Or just redo it. Wish me luck!
Update: I figured out how to add the Raspberry Pi Pico 2 and then finished the PCB. Honestly more hard than usual, I had to rewire like 20 times and there were soo many errors. Anyways, I’m finished now! Onto CAD ig?
Very simple case for my keyboard, it connects to the PCB with 5 m3 screws and heat set inserts, with some spacers in between. I made it simple so I can print it in fiberglass so it can really highlight how cool the PCB is.
I decided to switch over the the ESP32S2 chip because it has more GPIO pins so I can add another layer of keys for various other functions. Its now going to be similar to the Polygot Keyboard. So it can write both in steno and QWERT.
Switched over to a keyboard matrix with a raspberry pi pico, also added low profile footprints.
Yayy finished pcb!!! Onto CAD and firmware!!
Finished CAD, making it very similar to many of the steno keyboards on the market. I also made a top part which i may or may not add. I also added more holes for M3 Screws
Added a 0.91 OLED to display what setting its on, finished the KMK firmware. Very straightforward and not to difficult. I’m pretty much done, just will add some update to my Github repo!
Made BOM, whoops kinda took me a while to figure out how to do it. Sorry @alex_l for wasting your time....
|
1792640999.7994797
|
1793245799.7994797
|
|
65849
|
navigator through projects and more by @kripusek | navigator through projects and more by @kripusek | Stardance...
|
kripusek
|
1
|
1.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T00:45:44Z", "hours": 1.0, "multiplier": 1.17, "payout": 1, "blessing": "neutral", "text": "I made a little navigator website so I can easily show people my projects. it is very simple so I can easily add in more stuff I need.", "repo": "https://github.com/kripusek/kripusek.top-navigator", "demo": "https://kripusek.top"}]...
|
[{"post_id": 73793, "ts": "202 [{"post_id": 73793, "ts": "2026-09-26T00:37:06Z", "hours": 1.3597, "text": "I have made the site, blog is empty since I have nothing to blog as of now"}]...
|
Title: navigator through projects and more by @kri Title: navigator through projects and more by @kripusek | Stardance
Devlogs:
I have made the site, blog is empty since I have nothing to blog as of now
Ships:
I made a little navigator website so I can easily show people my projects. it is very simple so I can easily add in more stuff I need....
|
1793213820.8148832
|
1793300220.8148832
|
|
51395
|
Untitled project by @Arushh | Stardance
|
Arushh
|
1
|
48.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T01:28:28Z", "hours": 48.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "After finishing the whole websites building stage I think the website is good although it was not as expected for example the styles were a little different then I expected mainly because of the less content in style and less colours but overall the website works as it should be and based on the working style of the website it works better than I expected it does its job and what the website is made for. It has a lot of components to work around with and build its own pc from scratch from not knowing anything to be able to build a pc in the pc builder. The user could save the build and could also see the other builds saved by other users. The website have large amount of learning material for each component which allows the user to learn from a large about of data for each component and each component has a dedicated learning page so the user can fully understand 1 part before moving to the other part. During the testing I started testing the basic function like if all the buttons, links and things work or not but then I started testing a little advanced things like messing with terminals and consoles to break the website and tried to bypass a feature in a very unexpected way. Mostly everything worked some feature didnt work which I forgot to add while making the website but I quicking fixed those things. But the overall testing part was good enough and it showed me that most of the important features are working and are not able to be broken easily. While testing I found multiple errors which I completely forgot to add in the website for example I forgot to add the limit on the words on the save build so the user was able to write long build names which I didn’t wanted so I had to add a limitation on it and I also didn’t realize the search feature allows special cheractors and the result does not display the correct search result instead shows all the component although it is not supposed to show any so I fixed those issues so I had to add some features and edit some routes and queries on them to add the limitation not just in html so that would not be bypassable and I changed few functions in the filter option so its more advanced on finding the correct name and giving no results for unintended things. The best thing about this website was that the database was working really well with the flask and python codes including some javascript and everything was connected even if one thing broke everything in the database also broke but at the end everything worked just right and I didn’t have many issues in that part. could use the component data, allow the user to create a build and then save that build to the database. The saved build could then be displayed again later. The search and filtering system also allowed users to find components more easily. This showed the planning of using everything together and then implementing it worked very well without any issues. One of the biggest challenge while making this website was working with complex database which was a very wide range data with a lot of components to it and then the many to many relationship which was super complicated and then the database codes to make things up working with together was the most challenging part although it turned out to be working really well. Another challenging part was to add a large amount of learning material in the website which I was able to do really quickly using the help of AI and adding the component to the database to display them in the website including the image where I had to manually add all the images for each of the component to make it look more professional then random image. If I would have changed things from my website from now I would have definitely have worked more on styling adding more gaming vibe and colourful animations. But overall I am happy with what I finished with ! Thank youu soo much enjoy using the website as I have put a lot of effort on it. thank you again !!!", "repo": "https://github.com/Arush2008/PC-Info-guide", "demo": "https://pcguide.dino.icu"}]...
|
[{"post_id": 73797, "ts": "202 [{"post_id": 73797, "ts": "2026-09-26T01:13:20Z", "hours": 1.61, "text": "I fixed a lot of stuff in this log firstly I added rename and delete button in the saved builds which remove the saved build and rename the builds name. I also fixed the database and then I fixed the backends so the website is more secure from getting broken or bypassed by user. Like I put the limitation of cherecters on the saved build name. I did it in the backend insted of html so people cannot break it using inspect. I also fixed the search filter so the user cannot put negative values in the price and for search even if user search with special characters the function will show nothing insted of showing all the parts as before."}, {"post_id": 73476, "ts": "2026-09-25T06:21:14Z", "hours": 0.93, "text": "I build new tables and coded the python quaries for those tables as I wanted to build a many to many relationship to make it more complex as I never tried making one although its not fully many to many but I was confued with this section only and I dont want to spend a lot more time on this section so I just added a little complex database with idea of many to many relationship where the build, brand and build components talks to each others with the other components to save the build and display the build from the components to the database and the website ! I changed my actual build table so it displays minimal stuff insted of repeting the components and I also had to change the html codes due to the change in the database."}, {"post_id": 63989, "ts": "2026-09-08T02:43:23Z", "hours": 45.4914, "text": "This is my first devlog although I already have finished this webiste as I was working on it for a different program but the program was ended and I was not able to get approved and havent got benefit from it ! So just want to put it here so my coding time does not go on waste although I learned a lot but still ! I had around 10 devlogs there as well ! I am soo bad at making devlogs as I always forget to add them but I have over 70 commits in the github."}]...
|
Title: Untitled project by @Arushh | Stardance
De Title: Untitled project by @Arushh | Stardance
Devlogs:
This is my first devlog although I already have finished this webiste as I was working on it for a different program but the program was ended and I was not able to get approved and havent got benefit from it ! So just want to put it here so my coding time does not go on waste although I learned a lot but still ! I had around 10 devlogs there as well ! I am soo bad at making devlogs as I always forget to add them but I have over 70 commits in the github.
I build new tables and coded the python quaries for those tables as I wanted to build a many to many relationship to make it more complex as I never tried making one although its not fully many to many but I was confued with this section only and I dont want to spend a lot more time on this section so I just added a little complex database with idea of many to many relationship where the build, brand and build components talks to each others with the other components to save the build and display the build from the components to the database and the website ! I changed my actual build table so it displays minimal stuff insted of repeting the components and I also had to change the html codes due to the change in the database.
I fixed a lot of stuff in this log firstly I added rename and delete button in the saved builds which remove the saved build and rename the builds name. I also fixed the database and then I fixed the backends so the website is more secure from getting broken or bypassed by user. Like I put the limitation of cherecters on the saved build name. I did it in the backend insted of html so people cannot break it using inspect. I also fixed the search filter so the user cannot put negative values in the price and for search even if user search with special characters the function will show nothing insted of showing all the parts as before.
Ships:
After finishing the whole websites building stage I think the website is good although it was not as expected for example the styles were a little different then I expected mainly because of the less content in style and less colours but overall the website works as it should be and based on the working style of the website it works better than I expected it does its job and what the website is made for. It has a lot of components to work around with and build its own pc from scratch from not knowing anything to be able to build a pc in the pc builder. The user could save the build and could also see the other builds saved by other users. The website have large amount of learning material for each component which allows the user to learn from a large about of data for each component and each component has a dedicated learning page so the user can fully understand 1 part before moving to the other part. During the testing I started testing the basic function like if all the buttons, links and things work or not but then I started testing a little advanced things like messing with terminals and consoles to break the website and tried to bypass a feature in a very unexpected way. Mostly everything worked some feature didnt work which I forgot to add while making the website but I quicking fixed those things. But the overall testing part was good enough and it showed me that most of the important features are working and are not able to be broken easily. While testing I found multiple errors which I completely forgot to add in the website for example I forgot to add the limit on the words on the save build so the user was able to write long build names which I didn’t wanted so I had to add a limitation on it and I also didn’t realize the search feature allows special cheractors and the result does not display the correct search result instead shows all the component although it is not supposed to show any so I fixed those issues so I had to add some features and edit some routes and queries on them to add the limitation not just in html so that would not be bypassable and I changed few functions in the filter option so its more advanced on finding the correct name and giving no results for unintended things. The best thing about this website was that the database was working really well with the flask and python codes including some javascript and everything was connected even if one thing broke everything in the database also broke but at the end everything worked just right and I didn’t have many issues in that part. could use the component data, allow the user to create a build and then save that build to the database. The saved build could then be displayed again later. The search and filtering system also allowed users to find components more easily. This showed the planning of using everything together and then implementing it worked very well without any issues. One of the biggest challenge while making this website was working with complex database which was a very wide range data with a lot of components to it and then the many to many relationship which was super complicated and then the database codes to make things up working with together was the most challenging part although it turned out to be working really well. Another challenging part was to add a large amount of learning material in the website which I was able to do really quickly using the help of AI and adding the component to the database to display them in the website including the image where I had to manually add all the images for each of the component to make it look more professional then random image. If I would have changed things from my website from now I would have definitely have worked more on styling adding more gaming vibe and colourful animations. But overall I am happy with what I finished with ! Thank youu soo much enjoy using the website as I have put a lot of effort on it. thank you again !!!...
|
1793346877.6357176
|
1793433277.6357176
|
|
65856
|
test by @1 | Stardance
|
1
|
0
|
0.57
|
0
|
[]
|
[{"post_id": 73798, "ts": "202 [{"post_id": 73798, "ts": "2026-09-26T01:18:39Z", "hours": 0.5669, "text": "thingi made"}]...
|
Title: test by @1 | Stardance
Devlogs:
thingi mad Title: test by @1 | Stardance
Devlogs:
thingi made...
|
1793091208.01104
|
1793696008.01104
|
|
4084
|
My first slack bot! by @vindognz | Stardance
|
vindognz
|
1
|
0.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T11:33:43Z", "hours": 0.0, "multiplier": 1.83, "payout": 1, "blessing": "neutral", "text": "My very first slack bot!", "repo": "https://github.com/vindognz/stardance-slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0B8BKARPHU"}]...
|
[{"post_id": 738, "ts": "2026- [{"post_id": 738, "ts": "2026-06-02T11:15:19Z", "hours": 0.4994, "text": "Following the “Make a Slack Bot” guide, I set up my own Slack bot and implemented the following commands: /vnz-help — Displays a list of available commands. /vnz-ping — Pings the bot and displays its latency. /vnz-catfact — Fetches and sends a random cat fact from an API. /vnz-joke — Fetches and sends a random joke from an API. /vnz-coffee — Fetches and sends a random coffee photo from an API."}]...
|
Title: My first slack bot! by @vindognz | Stardanc Title: My first slack bot! by @vindognz | Stardance
Devlogs:
Following the “Make a Slack Bot” guide, I set up my own Slack bot and implemented the following commands: /vnz-help — Displays a list of available commands. /vnz-ping — Pings the bot and displays its latency. /vnz-catfact — Fetches and sends a random cat fact from an API. /vnz-joke — Fetches and sends a random joke from an API. /vnz-coffee — Fetches and sends a random coffee photo from an API.
Ships:
My very first slack bot!...
|
1793253375.3915234
|
1793339775.3915234
|
|
50681
|
Lumen by @Philipe_P | Stardance
|
Philipe_P
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T02:32:11Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Lumen is an assistive communication application designed to make communication more accessible for people who have difficulty speaking. The goal is to reduce the friction between a person knowing what they want to communicate and actually being able to communicate it. Lumen provides multiple ways to create and speak messages, including a communication board, keyboard input, and gesture-based controls. This gives users different ways to interact with the application depending on their individual needs. The project has been actively developed for multiple hours, including significant work on the desktop application, user interface, gesture recognition, speech output, communication-board functionality, local phrase storage, and the overall user experience. I also built the project as a usable Windows application rather than leaving it as a prototype that only runs in a development environment. Lumen includes several major quality-of-life improvements: Multiple input methods: Users can communicate through buttons, keyboard input, or gesture controls rather than being restricted to one interaction method. Gesture-based communication: Users can select communication buttons using gesture input and activate the selected button with a simple gesture, providing an alternative interaction method for users who may have difficulty using a traditional interface. Faster and more convenient communication: Lumen includes frequently needed phrases and communication-board options, along with saved phrases and text-to-speech output, reducing the number of steps required to produce spoken communication. The project focuses on making an existing everyday task—communicating—less complicated and more accessible. I have put substantial development effort into turning the idea into a functional application that can actually be used and tested.", "repo": "https://github.com/Philipe-Pajishvili/Lumen-2.0", "demo": "https://philipe-pajishvili.github.io/Lumen-Website/"}]...
|
[{"post_id": 73810, "ts": "202 [{"post_id": 73810, "ts": "2026-09-26T02:05:07Z", "hours": 3.7278, "text": "Lumen 2.0 is ready for Launch! I made a fully functional website & help page for the software and a Windows download for the software with a browser version with the same capabilities. Please consult the help page on the website (it is very detailed) if you have any questions about Lumen, or you can comment below this post! Use Lumen : https://philipe-pajishvili.github.io/Lumen-Website/"}, {"post_id": 50035, "ts": "2026-08-19T02:01:35Z", "hours": 0.3747, "text": "Welcome to Lumen (V 1.9 Beta): The Free Assistive Communication Software! Access Lumen: https://philipe-pajishvili.github.io/Lumen/ Current Development Stage: Refinement/Testing Stage The hours on the Hackatime monitor are not accurate for how long I spent on this (about a week). Please give it a try and let me know how it goes! A Quick Introduction to Lumen Uses AI-powered gesture/pose recognition to help users communicate. Uses a webcam to detect specific movements and translate them into words. Includes an advanced keyboard for spelling custom messages. Can speak selected words and messages aloud. Includes customizable settings such as word detection speed. Designed to make communication more accessible, independent, and engaging. Built with JavaScript, TensorFlow, ml5.js, p5.js, and Teachable Machine. How to Use Lumen Launch Lumen Open Lumen and allow access to your camera. Position yourself so your upper body is visible to the camera. 2.Use the Pose Model Lumen comes with a pose-recognition model trained to recognize your left arm. You can upload your own pose model from Teachable Machine by pasting the model link below the black box. Move your left arm into the trained position (shown in the image) to select or communicate a word (in blue) or activate a menu. Note: You MUST wait for the black box to say “Input Detected” before putting your arm down. 3. Choose Your Communication Mode Use Basic Mode (Default) for quick, preset words. Switch to Advanced Mode by activating the menu in Basic Mode to access the keyboard and build custom messages. 4.Speak Your Message In Advanced Mode, use “Say” to have Lumen read your selected word or custom message aloud. Adjust Word Speed in Settings to change how quickly Lumen detects selections. Give it a try and let me know what you think! :)"}]...
|
Title: Lumen by @Philipe_P | Stardance
Devlogs:
W Title: Lumen by @Philipe_P | Stardance
Devlogs:
Welcome to Lumen (V 1.9 Beta): The Free Assistive Communication Software! Access Lumen: https://philipe-pajishvili.github.io/Lumen/ Current Development Stage: Refinement/Testing Stage The hours on the Hackatime monitor are not accurate for how long I spent on this (about a week). Please give it a try and let me know how it goes! A Quick Introduction to Lumen Uses AI-powered gesture/pose recognition to help users communicate. Uses a webcam to detect specific movements and translate them into words. Includes an advanced keyboard for spelling custom messages. Can speak selected words and messages aloud. Includes customizable settings such as word detection speed. Designed to make communication more accessible, independent, and engaging. Built with JavaScript, TensorFlow, ml5.js, p5.js, and Teachable Machine. How to Use Lumen Launch Lumen Open Lumen and allow access to your camera. Position yourself so your upper body is visible to the camera. 2.Use the Pose Model Lumen comes with a pose-recognition model trained to recognize your left arm. You can upload your own pose model from Teachable Machine by pasting the model link below the black box. Move your left arm into the trained position (shown in the image) to select or communicate a word (in blue) or activate a menu. Note: You MUST wait for the black box to say “Input Detected” before putting your arm down. 3. Choose Your Communication Mode Use Basic Mode (Default) for quick, preset words. Switch to Advanced Mode by activating the menu in Basic Mode to access the keyboard and build custom messages. 4.Speak Your Message In Advanced Mode, use “Say” to have Lumen read your selected word or custom message aloud. Adjust Word Speed in Settings to change how quickly Lumen detects selections. Give it a try and let me know what you think! :)
Lumen 2.0 is ready for Launch! I made a fully functional website & help page for the software and a Windows download for the software with a browser version with the same capabilities. Please consult the help page on the website (it is very detailed) if you have any questions about Lumen, or you can comment below this post! Use Lumen : https://philipe-pajishvili.github.io/Lumen-Website/
Ships:
Lumen is an assistive communication application designed to make communication more accessible for people who have difficulty speaking. The goal is to reduce the friction between a person knowing what they want to communicate and actually being able to communicate it. Lumen provides multiple ways to create and speak messages, including a communication board, keyboard input, and gesture-based controls. This gives users different ways to interact with the application depending on their individual needs. The project has been actively developed for multiple hours, including significant work on the desktop application, user interface, gesture recognition, speech output, communication-board functionality, local phrase storage, and the overall user experience. I also built the project as a usable Windows application rather than leaving it as a prototype that only runs in a development environment. Lumen includes several major quality-of-life improvements: Multiple input methods: Users can communicate through buttons, keyboard input, or gesture controls rather than being restricted to one interaction method. Gesture-based communication: Users can select communication buttons using gesture input and activate the selected button with a simple gesture, providing an alternative interaction method for users who may have difficulty using a traditional interface. Faster and more convenient communication: Lumen includes frequently needed phrases and communication-board options, along with saved phrases and text-to-speech output, reducing the number of steps required to produce spoken communication. The project focuses on making an existing everyday task—communicating—less complicated and more accessible. I have put substantial development effort into turning the idea into a functional application that can actually be used and tested....
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1793346667.3685493
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1793433067.3685493
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62630
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BookaBase by @TheGeekachu | Stardance
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TheGeekachu
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0
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2.73
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0
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[]
|
[{"post_id": 73811, "ts": "202 [{"post_id": 73811, "ts": "2026-09-26T02:10:35Z", "hours": 0.5817, "text": "I moved the whole app to Streamlit, who has much better services than stupid Render, by the way. And it’s looking pretty polished! Moving to Streamlit was harder than I expected, so I’m still expecting dependency issues to pop up, so better be careful. Supabase kept taking down my database for inactivity, so please read on it more, guys!"}, {"post_id": 69201, "ts": "2026-09-16T16:12:37Z", "hours": 0.8558, "text": "So, I did a bunch of styling, which was new for me, because I usually use premade stylesheets, but I like the results and how they look."}, {"post_id": 68955, "ts": "2026-09-16T03:25:33Z", "hours": 1.0289, "text": "I got it to work, used Render to deploy, Supabase for database, Reflex for front-end, learned Docker for, well, docking, and used a library called DeliciousSoup or something for EPUB scanning."}, {"post_id": 68928, "ts": "2026-09-16T01:55:15Z", "hours": 0.2664, "text": "First commit, set up my environment, all that nice stuff. This is going to be fun, I’ll finally have a place to put all my downloaded books."}]...
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Title: BookaBase by @TheGeekachu | Stardance
Devl Title: BookaBase by @TheGeekachu | Stardance
Devlogs:
First commit, set up my environment, all that nice stuff. This is going to be fun, I’ll finally have a place to put all my downloaded books.
I got it to work, used Render to deploy, Supabase for database, Reflex for front-end, learned Docker for, well, docking, and used a library called DeliciousSoup or something for EPUB scanning.
So, I did a bunch of styling, which was new for me, because I usually use premade stylesheets, but I like the results and how they look.
I moved the whole app to Streamlit, who has much better services than stupid Render, by the way. And it’s looking pretty polished! Moving to Streamlit was harder than I expected, so I’m still expecting dependency issues to pop up, so better be careful. Supabase kept taking down my database for inactivity, so please read on it more, guys!...
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1793047683.376271
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1793652483.376271
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58755
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Alarm Clock by @prathamrawat | Stardance
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prathamrawat
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0
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14.61
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0
|
[]
|
[{"post_id": 73814, "ts": "202 [{"post_id": 73814, "ts": "2026-09-26T02:31:33Z", "hours": 0.3675, "text": "I got my funding request so I redesigned the onshape files and updated the github again!"}, {"post_id": 72942, "ts": "2026-09-24T02:45:46Z", "hours": 1.5, "text": "Received a my funding request back because my top and bottom stl files were not separated and they were just kinda copied so i fixed that and also updated the GitHub! Also made the text appear rainbow lol."}, {"post_id": 69472, "ts": "2026-09-17T04:01:23Z", "hours": 0.3775, "text": "Guys today i finished coding my alarm clocks firmware and very excited to just modify the git hub and then submit it for the parts"}, {"post_id": 68968, "ts": "2026-09-16T04:02:43Z", "hours": 5.12, "text": "Guys I am pleased to announce that I am finally done with modelling of my Alarm Clock. I have to accept that this was indeed very hard and took me multiple weeks and it was a fun and frustrating at the same time working in this modelling project."}, {"post_id": 65162, "ts": "2026-09-10T03:24:09Z", "hours": 0.7614, "text": "I am trying my best to layout the PCB to the top plane and this seems impossible i have been trying many different ways, referring many sources but its still not working out i have to find some help to solve this but I am making progress"}, {"post_id": 63949, "ts": "2026-09-08T01:10:05Z", "hours": 3.8925, "text": "I am starting to design my Alarm clocks case on Cad Onshape and its very difficult and time taking and I am keep looking the guide for hours and doing stuff inch by inch the rotation and alignment its very hard but I still made so much progress today"}, {"post_id": 63298, "ts": "2026-09-07T01:34:29Z", "hours": 0.2931, "text": "I finally exported my PCB in the possible file ways the guide told me to and now i am excited to start Cad designing my Alarm"}, {"post_id": 62633, "ts": "2026-09-06T03:02:54Z", "hours": 0.5, "text": "I wired all the parts and now i am going to design it and make it colourful!!"}, {"post_id": 62601, "ts": "2026-09-06T02:14:37Z", "hours": 1.8008, "text": "I designed my First ever PCB and i am really exicted on making this project come to life. Designing a PCB is look so cool and adventurous I had a few problems at start because the Ui of the app is not very clear but after many trial and error I finally manged to move forward"}]...
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Title: Alarm Clock by @prathamrawat | Stardance
D Title: Alarm Clock by @prathamrawat | Stardance
Devlogs:
I designed my First ever PCB and i am really exicted on making this project come to life. Designing a PCB is look so cool and adventurous I had a few problems at start because the Ui of the app is not very clear but after many trial and error I finally manged to move forward
I wired all the parts and now i am going to design it and make it colourful!!
I finally exported my PCB in the possible file ways the guide told me to and now i am excited to start Cad designing my Alarm
I am starting to design my Alarm clocks case on Cad Onshape and its very difficult and time taking and I am keep looking the guide for hours and doing stuff inch by inch the rotation and alignment its very hard but I still made so much progress today
I am trying my best to layout the PCB to the top plane and this seems impossible i have been trying many different ways, referring many sources but its still not working out i have to find some help to solve this but I am making progress
Guys I am pleased to announce that I am finally done with modelling of my Alarm Clock. I have to accept that this was indeed very hard and took me multiple weeks and it was a fun and frustrating at the same time working in this modelling project.
Guys today i finished coding my alarm clocks firmware and very excited to just modify the git hub and then submit it for the parts
Received a my funding request back because my top and bottom stl files were not separated and they were just kinda copied so i fixed that and also updated the GitHub! Also made the text appear rainbow lol.
I got my funding request so I redesigned the onshape files and updated the github again!...
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1792767316.8055463
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1793372116.8055463
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43579
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Dan's Website by @Marinho | Stardance
|
Marinho
|
3
|
22.0
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194
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T17:13:55Z", "hours": 10.0, "multiplier": 13.49, "payout": 128, "blessing": "neutral", "text": "What I Built I created this portfolio not to hunt for jobs, but to have my own little space on the internet where I can freely share my projects, interests, and whatever I’m working on. The Challenge Design was definitely my main struggle. Since UI/UX isn’t my main stack, making things look decent took a lot of trial and error. The code wasn’t necessarily hard, it just took some time to figure things out. What I’m Proud Of On a personal level, I think having a space of my own to share things with the world is pretty crazy. Technically speaking, I’m super proud of how the API integration turned out and the custom 3D slider I built for the awards section.", "repo": "https://github.com/danielmcneto/personalwebsite", "demo": "https://danielmcneto.github.io/personalwebsite/"}, {"ship_num": 2, "ts": "2026-09-05T01:15:42Z", "hours": 5.0, "multiplier": 13.91, "payout": 66, "blessing": "neutral", "text": "What did I make: I built a website portifolio-like to show some of my projects, skills and achievements and show a little bit of me What was challenging: Ngl the CSS was so hard for some reason I just waste so much time trying to centralize things, also had a hard time with de design (u can see it lol) What I proud of: I proud of everthing actually. I learned a lot by making this project and I plan on adding new things like photos I took and really liked and musics I listen to", "repo": "https://github.com/danielmcneto/personalwebsite", "demo": "https://danielmcneto.github.io/personalwebsite/"}, {"ship_num": 3, "ts": "2026-08-05T00:24:11Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It’s not the final version, but it’s definitely something I’m proud of, I hope you guys like it Btw it now works fine on mobile devices", "repo": "https://github.com/danielmcneto/personalwebsite", "demo": "https://danielmcneto.github.io/personalwebsite/"}]...
|
[{"post_id": 73818, "ts": "202 [{"post_id": 73818, "ts": "2026-09-26T02:58:58Z", "hours": 1.9478, "text": "In this devlog I redesigns the Awards section with a 3D carousel, moves the intro heading, and keeps the content more focused on achievements I have proof of. I also updated the clock and Discord status fetch logic to update more with the Spotify request, added an scroll-reveal animation, and tweaked responsive styling for navigation, project sections, and mobile layouts. Overall it wasnt that hard since I have already make something similar on other project"}, {"post_id": 71566, "ts": "2026-09-21T02:08:26Z", "hours": 0.6686, "text": "Added a new integration with discord to show what I’m currently doing for exemple if you go see now it will be shoing I’m playing val. for the code I just copy and paste from the spotfy function and rewrite what was needed"}, {"post_id": 69893, "ts": "2026-09-18T00:57:45Z", "hours": 2.21, "text": "I added a mini 3D version of myself! It took me almost 2 hours of modeling, but I’m very happy with how it turned out. For anyone wondering, I used Blockbench (it sucks when it comes to texturing, I spent a lot of time redoing it)."}, {"post_id": 67655, "ts": "2026-09-13T20:09:16Z", "hours": 0.5758, "text": "I added the first hardware project to the page, I choose to use a different layout for this page cuz when we talk about hardware its very hard to someone to test it out so you have to write more about it than u do on software projects(where u can even put a “give it a try” link)"}, {"post_id": 64227, "ts": "2026-09-08T14:07:31Z", "hours": 0.8231, "text": "I fixed most of the performance issues. How? I just convert the images to webp and added lazy loading to the page, also I discorvered that when I go to the PageSpeed Insights from google it gives the site a low performance status (problably) because github pages dont have image compression and other nerd performance things The image below is a screen shot of the same test from google but running the local index.html file"}, {"post_id": 63916, "ts": "2026-09-07T23:15:56Z", "hours": 1.5894, "text": "Changes Changed the images of hardware and software buttons Workin on Currently working on the hardware project page(yeah the same thing of the preview devlog cuz I got excited to make the spotify integration) Wanna add A function to the dice cuz rn it just spins(I didnt think of anything for it so feel free to suggest anything) Struggles I had some error while trying to get the lanyard API to work cuz I did not know I had to be on the server(I kinda dumb as u can see lmao)"}, {"post_id": 63858, "ts": "2026-09-07T20:49:40Z", "hours": 1.7033, "text": "Changes Changed the projects section to subpages, so now you can choose to see software or hardware projects. Changed the background color to full black Changed the profile picture Workin on Currently working on the hardware project page Wanna add A spotfy section to show what I currently listen to A function to the dice cuz rn it just spins Struggles I have some troubles with the delploy, after I deployd the new version on github pages I went to see if all was workin but the site didnt updeted(on my browser cause for some reason Brave dont update the cache lol) I was going crazy for like 15m"}, {"post_id": 61213, "ts": "2026-09-04T01:14:01Z", "hours": 2.9869, "text": "I added a awards section to show some of my achievements, overall the project is basically a portifolio for me rn ngl, I really want to do some more interactable things but its kinda hard lol"}, {"post_id": 46869, "ts": "2026-08-14T12:39:33Z", "hours": 1.4281, "text": "I’m working on making this UI less boring, but I’m fresh out of ideas. I’d appreciate any concrete design tweaks to make it less boring LOL"}, {"post_id": 44589, "ts": "2026-08-10T13:36:11Z", "hours": 0.2992, "text": "Just updated the projects section"}, {"post_id": 40752, "ts": "2026-08-04T14:13:35Z", "hours": 4.0508, "text": "Just finished building the website with interactive 3D elements and my own projects. It’s fully deployed and hosted on GitHub Pages."}, {"post_id": 40354, "ts": "2026-08-03T20:01:05Z", "hours": 3.1097, "text": "Did the basic of the HTML and CSS, planning on do something with JS too Features: -A direct link to my github page -Direct links to my projects -3D rendering -Smooth scroll Planing: -Change the desing(going to spider-verse vibes) -Upload real projects Thx @nokira for the inspiration"}]...
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Title: Dan's Website by @Marinho | Stardance
Title: Dan's Website by @Marinho | Stardance
Devlogs:
Did the basic of the HTML and CSS, planning on do something with JS too Features: -A direct link to my github page -Direct links to my projects -3D rendering -Smooth scroll Planing: -Change the desing(going to spider-verse vibes) -Upload real projects Thx @nokira for the inspiration
Just finished building the website with interactive 3D elements and my own projects. It’s fully deployed and hosted on GitHub Pages.
Just updated the projects section
I’m working on making this UI less boring, but I’m fresh out of ideas. I’d appreciate any concrete design tweaks to make it less boring LOL
I added a awards section to show some of my achievements, overall the project is basically a portifolio for me rn ngl, I really want to do some more interactable things but its kinda hard lol
Changes Changed the projects section to subpages, so now you can choose to see software or hardware projects. Changed the background color to full black Changed the profile picture Workin on Currently working on the hardware project page Wanna add A spotfy section to show what I currently listen to A function to the dice cuz rn it just spins Struggles I have some troubles with the delploy, after I deployd the new version on github pages I went to see if all was workin but the site didnt updeted(on my browser cause for some reason Brave dont update the cache lol) I was going crazy for like 15m
Changes Changed the images of hardware and software buttons Workin on Currently working on the hardware project page(yeah the same thing of the preview devlog cuz I got excited to make the spotify integration) Wanna add A function to the dice cuz rn it just spins(I didnt think of anything for it so feel free to suggest anything) Struggles I had some error while trying to get the lanyard API to work cuz I did not know I had to be on the server(I kinda dumb as u can see lmao)
I fixed most of the performance issues. How? I just convert the images to webp and added lazy loading to the page, also I discorvered that when I go to the PageSpeed Insights from google it gives the site a low performance status (problably) because github pages dont have image compression and other nerd performance things The image below is a screen shot of the same test from google but running the local index.html file
I added the first hardware project to the page, I choose to use a different layout for this page cuz when we talk about hardware its very hard to someone to test it out so you have to write more about it than u do on software projects(where u can even put a “give it a try” link)
I added a mini 3D version of myself! It took me almost 2 hours of modeling, but I’m very happy with how it turned out. For anyone wondering, I used Blockbench (it sucks when it comes to texturing, I spent a lot of time redoing it).
Added a new integration with discord to show what I’m currently doing for exemple if you go see now it will be shoing I’m playing val. for the code I just copy and paste from the spotfy function and rewrite what was needed
In this devlog I redesigns the Awards section with a 3D carousel, moves the intro heading, and keeps the content more focused on achievements I have proof of. I also updated the clock and Discord status fetch logic to update more with the Spotify request, added an scroll-reveal animation, and tweaked responsive styling for navigation, project sections, and mobile layouts. Overall it wasnt that hard since I have already make something similar on other project
Ships:
It’s not the final version, but it’s definitely something I’m proud of, I hope you guys like it Btw it now works fine on mobile devices
What did I make: I built a website portifolio-like to show some of my projects, skills and achievements and show a little bit of me What was challenging: Ngl the CSS was so hard for some reason I just waste so much time trying to centralize things, also had a hard time with de design (u can see it lol) What I proud of: I proud of everthing actually. I learned a lot by making this project and I plan on adding new things like photos I took and really liked and musics I listen to
What I Built I created this portfolio not to hunt for jobs, but to have my own little space on the internet where I can freely share my projects, interests, and whatever I’m working on. The Challenge Design was definitely my main struggle. Since UI/UX isn’t my main stack, making things look decent took a lot of trial and error. The code wasn’t necessarily hard, it just took some time to figure things out. What I’m Proud Of On a personal level, I think having a space of my own to share things with the world is pretty crazy. Technically speaking, I’m super proud of how the API integration turned out and the custom 3D slider I built for the awards section....
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1793292809.8211892
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1793379209.8211892
|
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61596
|
Clueless Outfit Picker by @Hamstersarus | Stardanc Clueless Outfit Picker by @Hamstersarus | Stardance...
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Hamstersarus
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0
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2.3
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0
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[]
|
[{"post_id": 73819, "ts": "202 [{"post_id": 73819, "ts": "2026-09-26T03:01:43Z", "hours": 0.835, "text": "I took 20 pictures of different articles of clothing I have for the project."}, {"post_id": 67054, "ts": "2026-09-13T03:06:23Z", "hours": 1.4694, "text": "There honestly isn’t much to say for the stuff I currently have done but I wanted to start off by just making a schema to organize all the categories of clothes. I’ll probably add on to it later on but as of right now, it has mostly everything I need. I don’t actually have any pictures of clothes as of right now, so that’s my next order of business."}]...
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Title: Clueless Outfit Picker by @Hamstersarus | S Title: Clueless Outfit Picker by @Hamstersarus | Stardance
Devlogs:
There honestly isn’t much to say for the stuff I currently have done but I wanted to start off by just making a schema to organize all the categories of clothes. I’ll probably add on to it later on but as of right now, it has mostly everything I need. I don’t actually have any pictures of clothes as of right now, so that’s my next order of business.
I took 20 pictures of different articles of clothing I have for the project....
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1793040718.9850016
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1793645518.9850016
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62464
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MarioMare by @Will_boss | Stardance
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Will_boss
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0
|
3.97
|
0
|
[]
|
[{"post_id": 73821, "ts": "202 [{"post_id": 73821, "ts": "2026-09-26T03:05:31Z", "hours": 3.9733, "text": "Made te home scene from texturerect, richtextlabel and vboxcontainer. Then i made the level scene with texturerect as the background, vboxcontainer to hold the lives, used texturerect to show lives, then i followed with richtextlabel to show the level and timer. Next i made the themed timer and my timer for the game and used richtextlabel and an animatedsprite2d . Next the player which i made using characterbody2d for node, sprite2d for the image of character and collisionshape2d for the ability to collide. Next the first minigame which i used node 2d for node, parallax2d to make my background look animated which i named scrollingbackground and texturerect for the background, next i used tilemap to place my tiles, next i imported the player to the scene, then i followed my making my collectables(coins ) which i made using an area2d, texturerect, animationplayer and collisionshape2d. then i made minigame 2 with texturebuttons and imported the parallax2d from minigame1."}]...
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Title: MarioMare by @Will_boss | Stardance
Devlog Title: MarioMare by @Will_boss | Stardance
Devlogs:
Made te home scene from texturerect, richtextlabel and vboxcontainer. Then i made the level scene with texturerect as the background, vboxcontainer to hold the lives, used texturerect to show lives, then i followed with richtextlabel to show the level and timer. Next i made the themed timer and my timer for the game and used richtextlabel and an animatedsprite2d . Next the player which i made using characterbody2d for node, sprite2d for the image of character and collisionshape2d for the ability to collide. Next the first minigame which i used node 2d for node, parallax2d to make my background look animated which i named scrollingbackground and texturerect for the background, next i used tilemap to place my tiles, next i imported the player to the scene, then i followed my making my collectables(coins ) which i made using an area2d, texturerect, animationplayer and collisionshape2d. then i made minigame 2 with texturebuttons and imported the parallax2d from minigame1....
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1793044438.8273816
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1793649238.8273816
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22352
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Custom Laptop by @omamated | Stardance
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omamated
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0
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35.69
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0
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[]
|
[{"post_id": 73823, "ts": "202 [{"post_id": 73823, "ts": "2026-09-26T03:21:30Z", "hours": 0.5375, "text": "Today, I mostly worked on researching how to keep my current work while converting it to the lattepanda mu ultra. There’s not enough documentation, so I need to figure out some stuff."}, {"post_id": 72495, "ts": "2026-09-23T02:34:08Z", "hours": 0.8003, "text": "As of the last journal I decided to restart my PCB due to inefficiency in the placements. Today, I started to plan where to place the components. I will spend a lot of time at this stage as this defines the whole PCB process. I also spent some time researching the battery, I settled down on using a power bank so it’s safe for me to take on flights/ travel with. I discovered there was a Linux library called TCPM that helps with reading batteries and I could apparently configure this to my power bank."}, {"post_id": 71315, "ts": "2026-09-20T16:47:09Z", "hours": 0.6442, "text": "Today, I made a second try on my pcb carrier board. The first one wasn’t that bad, but the placement of most things was very efficient. I decided that it would be easier for me to start this back up from the beginning. I deleted everything (in a seperate file of course) and I started laying out everything all over again. If I can make everything more efficient then routing it will be way easier."}, {"post_id": 70966, "ts": "2026-09-20T04:04:25Z", "hours": 1.7078, "text": "Today, I spent a lot of time routing and looking over routing. Unfortunately, I forgot to record some of it, but thankfully I got some. I need to redo one entire section due to some conflicts."}, {"post_id": 67095, "ts": "2026-09-13T04:40:28Z", "hours": 1.2336, "text": "I routed the Ethernet chip(image1) and the USB2517(Image 2), fully. I am understanding this project a lot more and can enter flowstate when routing this easier. The Ethernet chip will handle the internet itself which is kinda important:). The USB2517 I added completely by myself to the schematics and pcb after reading a lot of documentation. I added it so I can have a lot more USB-A ports and USB-C ports. I’ve been struggling to find time on this project with school and all but I shall prevail."}, {"post_id": 63322, "ts": "2026-09-07T02:37:04Z", "hours": 0.5, "text": "I worked on basic routing for the ethernet. I am deciding to get back into this, I’ve been busy with school but I will lock in. I’ve done a decent bit so far"}, {"post_id": 53527, "ts": "2026-08-24T03:21:54Z", "hours": 0.9003, "text": "I had to reroute most of the ethernet port due to bad placement. I might have to replace most of this board to make everything optimal and make it fit."}, {"post_id": 48623, "ts": "2026-08-17T02:49:05Z", "hours": 0.9836, "text": "Today I learned about differential pairs and got most of the Ethernet pairs routed except one differential pair that has a crossover. Routing is difficult sometimes, but other times its not. I feel I just need to spend more time and I should be done. I don’t have much time as I have to study a lot for the classes I’m in."}, {"post_id": 45551, "ts": "2026-08-12T03:40:42Z", "hours": 0.2839, "text": "I spent today learning about USB3.0 I learned about differential pairs and that they can easily be done within kicad."}, {"post_id": 45544, "ts": "2026-08-12T03:19:29Z", "hours": 0.6017, "text": "I did some research today and I learned that there was a lattepanda mu discord, I can use this to get my PCB sanity checked. I want to finish this laptop soon as school has started and I need a laptop for school and I know I probably won’t have much time coming up. I think next I will work on the USBA 3.1 next and go do that next."}, {"post_id": 44645, "ts": "2026-08-10T15:30:17Z", "hours": 0.6606, "text": "I finalized the USB-C routing and everything is working correctly. I now have a finalized workflow to work with."}, {"post_id": 44033, "ts": "2026-08-09T15:19:54Z", "hours": 0.4506, "text": "I spent a lot of time researching, I know I only clocked 30 minutes, but that doesn’t really include the time I spent researching on my phone while I was away. I learned that I could just use the net classess in the design rule and I could route and it will automatically bring up the best settings for that track, so I set that up and now I should be ready to just finish up the routing. I just need to be careful and make sure I check the docs to see the routing standards."}, {"post_id": 43564, "ts": "2026-08-08T21:54:36Z", "hours": 0.4839, "text": "Today, I didn’t really get much work. I’ve hit a roadblock on routing the PCB I don’t really understand how to make sure everything is up to the standards. I may take a break due to school starting and figuring out how to get back into this. But I will finish this project! P.S. this project will probably not be finished within stardance but Ill try my best"}, {"post_id": 42684, "ts": "2026-08-07T15:17:32Z", "hours": 0.3506, "text": "I worked on routing the USB-c’s, does anyone know if auto routers are allowed?"}, {"post_id": 42028, "ts": "2026-08-06T16:01:45Z", "hours": 0.6678, "text": "Today, I had to reroute the USB-C power from yesterday as it prevented me from routing other componenets. I had to delete all of the traces and start over again. I learned that the USB-C power had to be routed on the front, which prevented me from using vias, only making my life harder. I decided to restart rather than only deleting some traces as it would be easier to know whats going on if I just restarted and moved the componets to the most efficient spots."}, {"post_id": 41352, "ts": "2026-08-05T14:42:58Z", "hours": 0.7672, "text": "Today I continued my work on track widths, I looked back on the pcb made by the LattePanda team, which assisted me on how I should do it. I successfully(I think?) routed the tracks for the USB-C power I’m using. Nothing broke thankfully other than the fact that I had to replace some resistors. I learned that if a route is only carrying power like a screw terminal then it should be thicker usually, this doesn’t really apply to me too much because I modified the board to use USB-C for it’s only power source. I chose to use USB-C power over a screw terminal as it would be easier to find battery options that were more efficient and were made by reliable companies, which means it would be less likely to blow up, which is always good :). It surprised me that the USB-C track width could be almost the same as the standard size."}, {"post_id": 40816, "ts": "2026-08-04T16:03:04Z", "hours": 0.6506, "text": "I researched the tracks for the carrier board, man this is so confusing. I don’t understand how I would fit a 2.5mm thick trace, so im probably missing something."}, {"post_id": 40158, "ts": "2026-08-03T15:49:18Z", "hours": 0.2839, "text": "today I planned to route, but I realized this was way different from the macropad and keyboards I designed in the past this meant I had to learn how thick to make the traces and etc. The routing will take me much longer than expected I plan to finish routing this week however."}, {"post_id": 39566, "ts": "2026-08-02T16:53:50Z", "hours": 0.2839, "text": "Today I finished the layer stackup I aam good to start routing now."}, {"post_id": 38951, "ts": "2026-08-01T15:53:22Z", "hours": 0.2839, "text": "Today I worked on the layer stackup. This was a step I would’ve over looked if I didn’t go back to Ben’s Make’s Everything’s Video."}, {"post_id": 38218, "ts": "2026-07-31T14:49:25Z", "hours": 0.5839, "text": "I went through all of the errors, Im going to work on the routing tomorrow."}, {"post_id": 37732, "ts": "2026-07-30T17:20:32Z", "hours": 0.8839, "text": "I finished placing all of the components it took me a while as I do want it to run efficiently, everything is coming together guys! PS I took a break as I had to go out of town, so yeah."}, {"post_id": 30832, "ts": "2026-07-18T19:31:04Z", "hours": 0.2839, "text": "Everythings coming together, I just need to make sure if all the holes are in their right spot and if the smaller things like caps. and rests. placement matter, as they usually don’t but it doesn’t hurt to check."}, {"post_id": 30179, "ts": "2026-07-17T15:23:24Z", "hours": 0.3006, "text": "My lookout was kind of bugging but today I layed out the medium ish componets in sections of what they do, so this is how my pcb is so far."}, {"post_id": 29587, "ts": "2026-07-16T16:53:20Z", "hours": 0.3172, "text": "so today I layed out the major componets for my second try on my pcb it didnt take me as long as I knew what to do already."}, {"post_id": 28958, "ts": "2026-07-15T16:00:43Z", "hours": 0.3003, "text": "I decided to restart the PCB because Id rather do it right then at all."}, {"post_id": 28371, "ts": "2026-07-14T16:18:31Z", "hours": 0.2836, "text": "did a little bit of work on the github, I also learned I dont really need the GPIO so i might have to restart."}, {"post_id": 27743, "ts": "2026-07-13T15:55:21Z", "hours": 0.5506, "text": "spent today working on laying out componets the m.2 is fine now I even added silk screen, I just need to layout the smaller stuff now."}, {"post_id": 27305, "ts": "2026-07-12T19:24:22Z", "hours": 0.2839, "text": "I did a little bit of work trying to figure out on how everything will fit."}, {"post_id": 26777, "ts": "2026-07-11T19:26:24Z", "hours": 0.2839, "text": "Hey so today, I worked on the m.2 slots a bit couldnt really figure it out."}, {"post_id": 25984, "ts": "2026-07-10T15:08:51Z", "hours": 0.5672, "text": "I started laying out the PCB, everything seems to be coming together now. The M.2 slots are giving me trouble as I don’t know how to distance the hole from the slot perfectly."}, {"post_id": 25352, "ts": "2026-07-09T16:17:01Z", "hours": 1.0506, "text": "I started the PCB today after researching some batteries. I could not find any thinner options, so I will have to go with the option I chose earlier. As you can see in the image the 135mmx135mm pcb size will be difficult to fit the PCB in, but anything good was never easy."}, {"post_id": 24757, "ts": "2026-07-08T15:20:41Z", "hours": 0.6172, "text": "I worked on the chassis a bit to figure out how big I can make my PCB, which will be 135mmx135mm. One problem I have right now is hoow to continure this hardware project as I definetely wont be done by July 26."}, {"post_id": 24182, "ts": "2026-07-07T16:12:28Z", "hours": 0.6172, "text": "So I was working way too hard trying to understand how to make the 4s lipo batteries work, and I realized that knowing me this battery config probably won’t work and it’ll blow up in front of me, so I decided to use a power bank. After talking to Gemini and other AI’s I went with this power bank. It is extremely thin and good enough to power the whole laptop. https://www.amazon.com/Baseus-Portable-Charger-20000mAh-Charging/dp/B0DK8V9LSV . The power bank is even cheaper than some 4s lipo options so I guess switching is the better option."}, {"post_id": 23556, "ts": "2026-07-06T16:17:29Z", "hours": 0.5506, "text": "I worked more on wiring the battery solution in the schematic, it is taking me a while, but that’s due to the fact that I’m trying to understand it all. I also learned about MOSFET’s."}, {"post_id": 22880, "ts": "2026-07-05T14:44:47Z", "hours": 0.5394, "text": "So today I worked on adding chip ic’s to the USB ports because I realized that if I accidentally plug in my usb-c charger to the wrong spot it’ll fry the board. So I added these Ic’s for extra protection."}, {"post_id": 22343, "ts": "2026-07-04T19:25:29Z", "hours": 0.8506, "text": "I worked on the battery management some more, I don’t quite understand how to make this all come together, but I hope I can eventually figure it out."}, {"post_id": 21612, "ts": "2026-07-03T17:30:25Z", "hours": 1.0339, "text": "I spent today researching possible batteries to use and how I can charge and manage the batteries."}, {"post_id": 20894, "ts": "2026-07-02T16:53:58Z", "hours": 1.0675, "text": "Today I worked on battery management where I decided to use the MAX17048 to view my battery percentage which works pretty good on linux with a single driver but on windows I have to write a python script. Im almost done with the battery management."}, {"post_id": 20113, "ts": "2026-07-01T17:15:41Z", "hours": 1.0342, "text": "So I finished the Schematic and added all of the footprints. Overall everything seems fine I need to figure out what size I want the motherboard to start on the PCB, but as I was going over everything I forgot to add battery monitoring, so I’ll do that soon."}, {"post_id": 19292, "ts": "2026-06-30T15:44:15Z", "hours": 1.0339, "text": "I was planning to start on the PCB today, but apparently the footprints didn’t work, so I spent all the time working on that."}, {"post_id": 18852, "ts": "2026-06-30T01:45:04Z", "hours": 0.2736, "text": "Did some small work on the pewake not working in ERC."}, {"post_id": 17983, "ts": "2026-06-28T22:54:57Z", "hours": 0.35, "text": "Fixed some small errors, not too much to write about here, they were really basic like for example I accidentally connected some to +3v3’s. I just need to fix these last 2 errors."}, {"post_id": 17157, "ts": "2026-06-27T21:01:01Z", "hours": 1.1006, "text": "I spent the entire 1 hour and 6 minutes working on battling these ERC errors. A lot of them were small issues that could be ignored, but for some I had to rewire some parts. apparently I couldn’t put some parts straight to the GND, so there has to be a part that’s 3V3 as you can see in the second photo. I’m now one step closer to making this laptop a reality. P.S I need to make a better name than “Custom Laptop”"}, {"post_id": 16402, "ts": "2026-06-26T18:02:48Z", "hours": 1.1017, "text": "I finished adding all the footprints went through some ERC problems and I found a permanent solution for the Audio. I decided I can just use a USB DAC board to connect laptop speakers."}, {"post_id": 15822, "ts": "2026-06-25T18:36:08Z", "hours": 1.1014, "text": "I finished the USB HUB and the crystal clock for it as seen in the image. I also decided to figure out what I should do with the speakers/microphones, but I learned that I could simply use USB’s so I decided to look for small formfactors of those."}, {"post_id": 15262, "ts": "2026-06-24T19:37:34Z", "hours": 1.2522, "text": "Im almost done with the USB hubs, all of the USBS are wired up and the crystal clock is all thats left."}, {"post_id": 14672, "ts": "2026-06-23T21:11:07Z", "hours": 0.55, "text": "Finished up the USB2517. I wired everything up (hopefully correctly). All I have left is connecting actual USB ports and I also have to choose what chip to connect the prt power to."}, {"post_id": 14590, "ts": "2026-06-23T19:14:01Z", "hours": 1.2836, "text": "So I made some headway on the USB2517 USB hub for the laptop. I connected it to upstream and figured out how to connect the power. A lot of it was very confusing as the symbol I used was different from most, but I found the datasheet, which helped a ton. I also learned that maybe I can connect the USB ports to USB-C so I can actually have some modern plugs which would be nice."}, {"post_id": 13443, "ts": "2026-06-22T00:49:17Z", "hours": 0.7172, "text": "In my last post, I worked on converting a PCIE to M.2 to eventually convert to more USB’s. I did some more research and learned that this could easily be cut down if I used a microchip. Using the Microchip USB2517 (symbol shown below), I can convert one Usb2.0 to 7 others, this seems overkill, which it kind of is, but I will use the USB for the keyboard, speaker, and other things. Also you can never have too many USB’s, maybe I could buy some converters and turn some into USB-C. There is a problem I’m facing while making this, it’s that this is probably going to bulkier than a macbook or a dell latitude, it’s probably going to end up looking like a Lenovo Legion or LOQ. I will try to shrink some stuff down, but I’d rather have a big laptop with nice features than a basic thin laptop, at the end of the day I am making it."}, {"post_id": 13340, "ts": "2026-06-21T21:09:32Z", "hours": 0.4669, "text": "I decided to turn my PCIE slot to M.2. I don’t really need the PCIE slot but I need more USB slots. Turning the PCIE to M.2 allows me to interchange it for M.2 expansion slots like USB expansions or more SSD’s."}, {"post_id": 12863, "ts": "2026-06-21T02:08:22Z", "hours": 1.1006, "text": "I worked on the Motherboard, I deleted items I wouldn’t need like the PCIE slot and the USB-C power as I will be using a battery. I found various resources including the official Lattepanda Mu motherboard github (Opensource FTW). I also found a whole course on how to make carrier boards for it. I still have a lot more work ahead of me as I barely have much. I am starting to realize how hard this project will truly be, but there needs to be an easy, open source, and up to date laptop. The screenshot includes all my notes and resources for the motherboard."}, {"post_id": 12325, "ts": "2026-06-20T03:29:25Z", "hours": 0.2836, "text": "I’m working on a custom laptop, I started this a while back (fallout), but I didn’t have enough time so now I’m doing it here. My laptop will have a Lattepanda Mu and a detachable keyboard. I’m hoping that it should be able to be used as a flagship device as laptops keep getting harder to fix, while this has many open source parts. For example, want to switch the CPU? just buy a new LattePanda Mu and plug it in. I still need to figure out how to transfer my 10 hours and 40 minutes worth of work onto here."}]...
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Title: Custom Laptop by @omamated | Stardance
Dev Title: Custom Laptop by @omamated | Stardance
Devlogs:
I’m working on a custom laptop, I started this a while back (fallout), but I didn’t have enough time so now I’m doing it here. My laptop will have a Lattepanda Mu and a detachable keyboard. I’m hoping that it should be able to be used as a flagship device as laptops keep getting harder to fix, while this has many open source parts. For example, want to switch the CPU? just buy a new LattePanda Mu and plug it in. I still need to figure out how to transfer my 10 hours and 40 minutes worth of work onto here.
I worked on the Motherboard, I deleted items I wouldn’t need like the PCIE slot and the USB-C power as I will be using a battery. I found various resources including the official Lattepanda Mu motherboard github (Opensource FTW). I also found a whole course on how to make carrier boards for it. I still have a lot more work ahead of me as I barely have much. I am starting to realize how hard this project will truly be, but there needs to be an easy, open source, and up to date laptop. The screenshot includes all my notes and resources for the motherboard.
I decided to turn my PCIE slot to M.2. I don’t really need the PCIE slot but I need more USB slots. Turning the PCIE to M.2 allows me to interchange it for M.2 expansion slots like USB expansions or more SSD’s.
In my last post, I worked on converting a PCIE to M.2 to eventually convert to more USB’s. I did some more research and learned that this could easily be cut down if I used a microchip. Using the Microchip USB2517 (symbol shown below), I can convert one Usb2.0 to 7 others, this seems overkill, which it kind of is, but I will use the USB for the keyboard, speaker, and other things. Also you can never have too many USB’s, maybe I could buy some converters and turn some into USB-C. There is a problem I’m facing while making this, it’s that this is probably going to bulkier than a macbook or a dell latitude, it’s probably going to end up looking like a Lenovo Legion or LOQ. I will try to shrink some stuff down, but I’d rather have a big laptop with nice features than a basic thin laptop, at the end of the day I am making it.
So I made some headway on the USB2517 USB hub for the laptop. I connected it to upstream and figured out how to connect the power. A lot of it was very confusing as the symbol I used was different from most, but I found the datasheet, which helped a ton. I also learned that maybe I can connect the USB ports to USB-C so I can actually have some modern plugs which would be nice.
Finished up the USB2517. I wired everything up (hopefully correctly). All I have left is connecting actual USB ports and I also have to choose what chip to connect the prt power to.
Im almost done with the USB hubs, all of the USBS are wired up and the crystal clock is all thats left.
I finished the USB HUB and the crystal clock for it as seen in the image. I also decided to figure out what I should do with the speakers/microphones, but I learned that I could simply use USB’s so I decided to look for small formfactors of those.
I finished adding all the footprints went through some ERC problems and I found a permanent solution for the Audio. I decided I can just use a USB DAC board to connect laptop speakers.
I spent the entire 1 hour and 6 minutes working on battling these ERC errors. A lot of them were small issues that could be ignored, but for some I had to rewire some parts. apparently I couldn’t put some parts straight to the GND, so there has to be a part that’s 3V3 as you can see in the second photo. I’m now one step closer to making this laptop a reality. P.S I need to make a better name than “Custom Laptop”
Fixed some small errors, not too much to write about here, they were really basic like for example I accidentally connected some to +3v3’s. I just need to fix these last 2 errors.
Did some small work on the pewake not working in ERC.
I was planning to start on the PCB today, but apparently the footprints didn’t work, so I spent all the time working on that.
So I finished the Schematic and added all of the footprints. Overall everything seems fine I need to figure out what size I want the motherboard to start on the PCB, but as I was going over everything I forgot to add battery monitoring, so I’ll do that soon.
Today I worked on battery management where I decided to use the MAX17048 to view my battery percentage which works pretty good on linux with a single driver but on windows I have to write a python script. Im almost done with the battery management.
I spent today researching possible batteries to use and how I can charge and manage the batteries.
I worked on the battery management some more, I don’t quite understand how to make this all come together, but I hope I can eventually figure it out.
So today I worked on adding chip ic’s to the USB ports because I realized that if I accidentally plug in my usb-c charger to the wrong spot it’ll fry the board. So I added these Ic’s for extra protection.
I worked more on wiring the battery solution in the schematic, it is taking me a while, but that’s due to the fact that I’m trying to understand it all. I also learned about MOSFET’s.
So I was working way too hard trying to understand how to make the 4s lipo batteries work, and I realized that knowing me this battery config probably won’t work and it’ll blow up in front of me, so I decided to use a power bank. After talking to Gemini and other AI’s I went with this power bank. It is extremely thin and good enough to power the whole laptop. https://www.amazon.com/Baseus-Portable-Charger-20000mAh-Charging/dp/B0DK8V9LSV . The power bank is even cheaper than some 4s lipo options so I guess switching is the better option.
I worked on the chassis a bit to figure out how big I can make my PCB, which will be 135mmx135mm. One problem I have right now is hoow to continure this hardware project as I definetely wont be done by July 26.
I started the PCB today after researching some batteries. I could not find any thinner options, so I will have to go with the option I chose earlier. As you can see in the image the 135mmx135mm pcb size will be difficult to fit the PCB in, but anything good was never easy.
I started laying out the PCB, everything seems to be coming together now. The M.2 slots are giving me trouble as I don’t know how to distance the hole from the slot perfectly.
Hey so today, I worked on the m.2 slots a bit couldnt really figure it out.
I did a little bit of work trying to figure out on how everything will fit.
spent today working on laying out componets the m.2 is fine now I even added silk screen, I just need to layout the smaller stuff now.
did a little bit of work on the github, I also learned I dont really need the GPIO so i might have to restart.
I decided to restart the PCB because Id rather do it right then at all.
so today I layed out the major componets for my second try on my pcb it didnt take me as long as I knew what to do already.
My lookout was kind of bugging but today I layed out the medium ish componets in sections of what they do, so this is how my pcb is so far.
Everythings coming together, I just need to make sure if all the holes are in their right spot and if the smaller things like caps. and rests. placement matter, as they usually don’t but it doesn’t hurt to check.
I finished placing all of the components it took me a while as I do want it to run efficiently, everything is coming together guys! PS I took a break as I had to go out of town, so yeah.
I went through all of the errors, Im going to work on the routing tomorrow.
Today I worked on the layer stackup. This was a step I would’ve over looked if I didn’t go back to Ben’s Make’s Everything’s Video.
Today I finished the layer stackup I aam good to start routing now.
today I planned to route, but I realized this was way different from the macropad and keyboards I designed in the past this meant I had to learn how thick to make the traces and etc. The routing will take me much longer than expected I plan to finish routing this week however.
I researched the tracks for the carrier board, man this is so confusing. I don’t understand how I would fit a 2.5mm thick trace, so im probably missing something.
Today I continued my work on track widths, I looked back on the pcb made by the LattePanda team, which assisted me on how I should do it. I successfully(I think?) routed the tracks for the USB-C power I’m using. Nothing broke thankfully other than the fact that I had to replace some resistors. I learned that if a route is only carrying power like a screw terminal then it should be thicker usually, this doesn’t really apply to me too much because I modified the board to use USB-C for it’s only power source. I chose to use USB-C power over a screw terminal as it would be easier to find battery options that were more efficient and were made by reliable companies, which means it would be less likely to blow up, which is always good :). It surprised me that the USB-C track width could be almost the same as the standard size.
Today, I had to reroute the USB-C power from yesterday as it prevented me from routing other componenets. I had to delete all of the traces and start over again. I learned that the USB-C power had to be routed on the front, which prevented me from using vias, only making my life harder. I decided to restart rather than only deleting some traces as it would be easier to know whats going on if I just restarted and moved the componets to the most efficient spots.
I worked on routing the USB-c’s, does anyone know if auto routers are allowed?
Today, I didn’t really get much work. I’ve hit a roadblock on routing the PCB I don’t really understand how to make sure everything is up to the standards. I may take a break due to school starting and figuring out how to get back into this. But I will finish this project! P.S. this project will probably not be finished within stardance but Ill try my best
I spent a lot of time researching, I know I only clocked 30 minutes, but that doesn’t really include the time I spent researching on my phone while I was away. I learned that I could just use the net classess in the design rule and I could route and it will automatically bring up the best settings for that track, so I set that up and now I should be ready to just finish up the routing. I just need to be careful and make sure I check the docs to see the routing standards.
I finalized the USB-C routing and everything is working correctly. I now have a finalized workflow to work with.
I did some research today and I learned that there was a lattepanda mu discord, I can use this to get my PCB sanity checked. I want to finish this laptop soon as school has started and I need a laptop for school and I know I probably won’t have much time coming up. I think next I will work on the USBA 3.1 next and go do that next.
I spent today learning about USB3.0 I learned about differential pairs and that they can easily be done within kicad.
Today I learned about differential pairs and got most of the Ethernet pairs routed except one differential pair that has a crossover. Routing is difficult sometimes, but other times its not. I feel I just need to spend more time and I should be done. I don’t have much time as I have to study a lot for the classes I’m in.
I had to reroute most of the ethernet port due to bad placement. I might have to replace most of this board to make everything optimal and make it fit.
I worked on basic routing for the ethernet. I am deciding to get back into this, I’ve been busy with school but I will lock in. I’ve done a decent bit so far
I routed the Ethernet chip(image1) and the USB2517(Image 2), fully. I am understanding this project a lot more and can enter flowstate when routing this easier. The Ethernet chip will handle the internet itself which is kinda important:). The USB2517 I added completely by myself to the schematics and pcb after reading a lot of documentation. I added it so I can have a lot more USB-A ports and USB-C ports. I’ve been struggling to find time on this project with school and all but I shall prevail.
Today, I spent a lot of time routing and looking over routing. Unfortunately, I forgot to record some of it, but thankfully I got some. I need to redo one entire section due to some conflicts.
Today, I made a second try on my pcb carrier board. The first one wasn’t that bad, but the placement of most things was very efficient. I decided that it would be easier for me to start this back up from the beginning. I deleted everything (in a seperate file of course) and I started laying out everything all over again. If I can make everything more efficient then routing it will be way easier.
As of the last journal I decided to restart my PCB due to inefficiency in the placements. Today, I started to plan where to place the components. I will spend a lot of time at this stage as this defines the whole PCB process. I also spent some time researching the battery, I settled down on using a power bank so it’s safe for me to take on flights/ travel with. I discovered there was a Linux library called TCPM that helps with reading batteries and I could apparently configure this to my power bank.
Today, I mostly worked on researching how to keep my current work while converting it to the lattepanda mu ultra. There’s not enough documentation, so I need to figure out some stuff....
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My first slack bot! by @harishh | Stardance
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harishh
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1
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2.96
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T06:33:51Z", "hours": 0.0, "multiplier": 1.11, "payout": 1, "blessing": "neutral", "text": "i made a slack bot, it was pretty challenging to understand how this challenge works, because im a complete beginner to this stardance and to coding, so i did use ai to learn stuff, it was a fun project and i will give updates to make this one better, i will make a new game and release it!!!", "repo": "https://github.com/starharish0210-afk/lucid-bot", "demo": "https://hackclub.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 73829, "ts": "202 [{"post_id": 73829, "ts": "2026-09-26T03:39:00Z", "hours": 2.9558, "text": "I have updated my Slack bot!! - I am sure that my new food command will make your mouths water"}, {"post_id": 21950, "ts": "2026-07-04T04:41:59Z", "hours": 0.4528, "text": "I built Lucid, a Slack bot that runs 24/7 on Hack Club’s Nest server! It started as just a basic ping bot but I kept adding more commands — weather, cat facts, jokes, a cat of the day with a full image card, and even a NASA astronomy picture of the day with space facts. Built it with Node.js and Slack Bolt, deployed it as a systemd service so it never goes down even when my laptop is off. Pretty proud of how it turned out! lets goooooooooooo"}]...
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Title: My first slack bot! by @harishh | Stardance Title: My first slack bot! by @harishh | Stardance
Devlogs:
I built Lucid, a Slack bot that runs 24/7 on Hack Club’s Nest server! It started as just a basic ping bot but I kept adding more commands — weather, cat facts, jokes, a cat of the day with a full image card, and even a NASA astronomy picture of the day with space facts. Built it with Node.js and Slack Bolt, deployed it as a systemd service so it never goes down even when my laptop is off. Pretty proud of how it turned out! lets goooooooooooo
I have updated my Slack bot!! - I am sure that my new food command will make your mouths water
Ships:
i made a slack bot, it was pretty challenging to understand how this challenge works, because im a complete beginner to this stardance and to coding, so i did use ai to learn stuff, it was a fun project and i will give updates to make this one better, i will make a new game and release it!!!...
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1793317999.8258862
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1793404399.8258862
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37939
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External Trackpad by @WH | Stardance
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WH
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0
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5.89
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0
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[]
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[{"post_id": 73831, "ts": "202 [{"post_id": 73831, "ts": "2026-09-26T03:41:27Z", "hours": 2.1822, "text": "Devlog #2: Shipping v1.0 of my iPhone Trackpad for Mac! Hey guys! Welcome to the second devlog for my project 🙌 Time spent: ~6 hours Stack: Node.js, Socket.io, @nut-tree-fork/nut-js , HTML5 Touch Events Status: Shipped v1.0 on GitHub! What I Built for v1.0 1-Finger: Smooth mouse cursor movement + tap-to-click. 2-Fingers: Page scrolling + Chrome back/forward swipe 3-Fingers: Switching desktop spaces (Left/Right) and opening Mission Control (Up/Down) using simulated Ctrl + Arrow keys. Web-First: Runs directly in Safari on iPhone over local Wi-Fi, so no need to install any apps from the App Store! Challenges Dealing with robotjs breaking: I spent way too much time fighting random build errors with robotjs . Eventually I gave up on it and switched to @nut-tree-fork/nut-js , which finally let me control the mouse and shortcuts without crashing. Messy multi-finger touch : Trying to make sure the app didn’t accidentally move the mouse while I was trying to scroll or switch desktops was super annoying. I had to lock down the touch coordinates so 3-finger swipes didn’t trigger random clicks. Gived up at the handwriting feature: At first I tried to make a cool handwriting feature on top of the trackpad, but mixing drawing controls with mouse physics was causing way too many overlapping touch bugs. I decided to scrape that out. What I want to add in v2.0 2-finger tap for right-click Tap-and-hold to drag and drop stuff Phone vibration (haptics) when I click Visual ripple effects on screen when touching"}, {"post_id": 67185, "ts": "2026-09-13T07:47:01Z", "hours": 3.7108, "text": "During the summer, I was playing games on my laptop and wanted to lean back in my chair while still controlling the game. Since I didn’t have a controller or mouse, I searched online for wireless mouse apps that could be controlled by phone. Unfortunately, the results showed that those apps might have safety issues, so I decided to build one myself. Progress used json and connected via port and ip for communication while testing Planned Features : want to add a writing pad feature ☟the screenshot below is what I have so far"}]...
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Title: External Trackpad by @WH | Stardance
Devlo Title: External Trackpad by @WH | Stardance
Devlogs:
During the summer, I was playing games on my laptop and wanted to lean back in my chair while still controlling the game. Since I didn’t have a controller or mouse, I searched online for wireless mouse apps that could be controlled by phone. Unfortunately, the results showed that those apps might have safety issues, so I decided to build one myself. Progress used json and connected via port and ip for communication while testing Planned Features : want to add a writing pad feature ☟the screenshot below is what I have so far
Devlog #2: Shipping v1.0 of my iPhone Trackpad for Mac! Hey guys! Welcome to the second devlog for my project 🙌 Time spent: ~6 hours Stack: Node.js, Socket.io, @nut-tree-fork/nut-js , HTML5 Touch Events Status: Shipped v1.0 on GitHub! What I Built for v1.0 1-Finger: Smooth mouse cursor movement + tap-to-click. 2-Fingers: Page scrolling + Chrome back/forward swipe 3-Fingers: Switching desktop spaces (Left/Right) and opening Mission Control (Up/Down) using simulated Ctrl + Arrow keys. Web-First: Runs directly in Safari on iPhone over local Wi-Fi, so no need to install any apps from the App Store! Challenges Dealing with robotjs breaking: I spent way too much time fighting random build errors with robotjs . Eventually I gave up on it and switched to @nut-tree-fork/nut-js , which finally let me control the mouse and shortcuts without crashing. Messy multi-finger touch : Trying to make sure the app didn’t accidentally move the mouse while I was trying to scroll or switch desktops was super annoying. I had to lock down the touch coordinates so 3-finger swipes didn’t trigger random clicks. Gived up at the handwriting feature: At first I tried to make a cool handwriting feature on top of the trackpad, but mixing drawing controls with mouse physics was causing way too many overlapping touch bugs. I decided to scrape that out. What I want to add in v2.0 2-finger tap for right-click Tap-and-hold to drag and drop stuff Phone vibration (haptics) when I click Visual ripple effects on screen when touching...
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1793227931.2873156
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1793832731.2873156
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65878
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Cosmic-Dodger by @nilaani_aether | Stardance
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nilaani_aether
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0
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0.29
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0
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[]
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[{"post_id": 73838, "ts": "202 [{"post_id": 73838, "ts": "2026-09-26T04:17:40Z", "hours": 0.2928, "text": "I have started to build a retro space arcade game in JavaScript featuring smooth triangle rocket movement controls, rare falling shield power-ups, and jagged asteroids that drop faster as the score climbs!"}]...
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Title: Cosmic-Dodger by @nilaani_aether | Stardanc Title: Cosmic-Dodger by @nilaani_aether | Stardance
Devlogs:
I have started to build a retro space arcade game in JavaScript featuring smooth triangle rocket movement controls, rare falling shield power-ups, and jagged asteroids that drop faster as the score climbs!...
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1793091231.5414126
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1793696031.5414126
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58591
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Kinetix by @saikaushilkatta | Stardance
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saikaushilkatta
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1
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4.29
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T14:42:55Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Kinetix, a custom cyberpunk-themed new tab dashboard using vanilla HTML, CSS, and JS. The biggest challenge was wrangling CSS Flexbox to keep my widget grid perfectly aligned, along with debugging a bizarre GitHub Pages deployment issue that was corrupting my MP3 files. I am most proud of integrating the interactive 3D WebGL globe on the left side and building a persistent “Hacker Notepad” using the browser’s local storage API. To test the project, try clicking and dragging the globe to spin it, use your scroll wheel or trackpad pinch to zoom, play a synthwave track, and type a quick note in the bottom-right terminal log—if you refresh the page, your text will still be exactly where you left it!", "repo": "https://github.com/saikaushilkatta/pulse-new-tab", "demo": "https://saikaushilkatta.github.io/pulse-new-tab/"}]...
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[{"post_id": 73843, "ts": "202 [{"post_id": 73843, "ts": "2026-09-26T04:48:53Z", "hours": 1.2881, "text": "Made some changes in CSS code and Readme"}, {"post_id": 68093, "ts": "2026-09-14T14:33:32Z", "hours": 0.3881, "text": "Mission Complete: Launching Kinetix V1 for the Stardance ChallengeWe finally made it to the finish line. After battling GitHub deployment bugs, Safari audio caching, and stubborn CSS flexbox layouts, Version 1 of Kinetix is officially live and fully functional. This project started as a way to build a custom cyberpunk-themed new tab page, but it evolved into a highly interactive dashboard that hits every requirement for the Stardance Challenge.In this final sprint, I added two major features to complete the command-center vibe:The Persistent Terminal Log: I built a custom scratchpad in the bottom right corner using a and JavaScript’s localStorage API. It instantly saves any text as I type, meaning I can open a new tab, jot down a quick note or hex code, close the browser, and my data is perfectly preserved when I return.Interactive 3D Globe: To balance the left column under the music player, I integrated Globe.gl. Getting this working was a puzzle of its own—I had to fight with HTML nesting to keep it from escaping its widget panel, track down a missing closing tag that accidentally trapped the 3D canvas inside the audio player, and manually configure the WebGL controls to allow mouse wheel and trackpad pinch-to-zoom. Now, there is a fully textured, auto-rotating, full-color Earth floating right on the dashboard."}, {"post_id": 68062, "ts": "2026-09-14T13:35:28Z", "hours": 1.3803, "text": "I just wrapped up V1 of Kinetix, a custom cyberpunk-themed new tab dashboard built with vanilla HTML, CSS, and JS featuring a live Open-Meteo weather widget, a dynamic calendar, and a custom HTML5 music player. The build went smoothly until deployment, where I ran into a gauntlet of bizarre bugs: GitHub’s web editor stripping my uploaded MP3s into corrupted 2-byte text files, Safari aggressively caching that broken audio, and CSS Flexbox stubbornly stretching my music widget across the entire screen. After dragging and dropping fresh binary files directly into the repo, forcing a hard cache clear, and overriding the global flex layout with a strict #music-panel ID, the layout finally snapped into place and the synthwave tracks are blasting perfectly."}, {"post_id": 65814, "ts": "2026-09-11T06:33:58Z", "hours": 0.7964, "text": "The Kinetix start page has officially evolved into a practical daily-driver dashboard with a clean, three-column layout. I anchored the center with a glowing “KINETIX” header, a functional search bar, and quick-link shortcuts to my most used sites. On the sides, I implemented CSS glassmorphism to create frosted, semi-transparent widget panels that will soon house a music player, weather tracker, and calendar. These UI updates sit seamlessly over the interactive canvas particle network, perfectly balancing everyday functionality with the core sci-fi aesthetic."}, {"post_id": 62833, "ts": "2026-09-06T11:18:20Z", "hours": 0.3856, "text": "Core Engine Online: Neon Clock & Particle Physics! The foundation for Kinetix is officially live. I’ve successfully implemented the core sci-fi aesthetic for this custom start page, completely replacing the standard default browser tab."}]...
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Title: Kinetix by @saikaushilkatta | Stardance
De Title: Kinetix by @saikaushilkatta | Stardance
Devlogs:
Core Engine Online: Neon Clock & Particle Physics! The foundation for Kinetix is officially live. I’ve successfully implemented the core sci-fi aesthetic for this custom start page, completely replacing the standard default browser tab.
The Kinetix start page has officially evolved into a practical daily-driver dashboard with a clean, three-column layout. I anchored the center with a glowing “KINETIX” header, a functional search bar, and quick-link shortcuts to my most used sites. On the sides, I implemented CSS glassmorphism to create frosted, semi-transparent widget panels that will soon house a music player, weather tracker, and calendar. These UI updates sit seamlessly over the interactive canvas particle network, perfectly balancing everyday functionality with the core sci-fi aesthetic.
I just wrapped up V1 of Kinetix, a custom cyberpunk-themed new tab dashboard built with vanilla HTML, CSS, and JS featuring a live Open-Meteo weather widget, a dynamic calendar, and a custom HTML5 music player. The build went smoothly until deployment, where I ran into a gauntlet of bizarre bugs: GitHub’s web editor stripping my uploaded MP3s into corrupted 2-byte text files, Safari aggressively caching that broken audio, and CSS Flexbox stubbornly stretching my music widget across the entire screen. After dragging and dropping fresh binary files directly into the repo, forcing a hard cache clear, and overriding the global flex layout with a strict #music-panel ID, the layout finally snapped into place and the synthwave tracks are blasting perfectly.
Mission Complete: Launching Kinetix V1 for the Stardance ChallengeWe finally made it to the finish line. After battling GitHub deployment bugs, Safari audio caching, and stubborn CSS flexbox layouts, Version 1 of Kinetix is officially live and fully functional. This project started as a way to build a custom cyberpunk-themed new tab page, but it evolved into a highly interactive dashboard that hits every requirement for the Stardance Challenge.In this final sprint, I added two major features to complete the command-center vibe:The Persistent Terminal Log: I built a custom scratchpad in the bottom right corner using a and JavaScript’s localStorage API. It instantly saves any text as I type, meaning I can open a new tab, jot down a quick note or hex code, close the browser, and my data is perfectly preserved when I return.Interactive 3D Globe: To balance the left column under the music player, I integrated Globe.gl. Getting this working was a puzzle of its own—I had to fight with HTML nesting to keep it from escaping its widget panel, track down a missing closing tag that accidentally trapped the 3D canvas inside the audio player, and manually configure the WebGL controls to allow mouse wheel and trackpad pinch-to-zoom. Now, there is a fully textured, auto-rotating, full-color Earth floating right on the dashboard.
Made some changes in CSS code and Readme
Ships:
I built Kinetix, a custom cyberpunk-themed new tab dashboard using vanilla HTML, CSS, and JS. The biggest challenge was wrangling CSS Flexbox to keep my widget grid perfectly aligned, along with debugging a bizarre GitHub Pages deployment issue that was corrupting my MP3 files. I am most proud of integrating the interactive 3D WebGL globe on the left side and building a persistent “Hacker Notepad” using the browser’s local storage API. To test the project, try clicking and dragging the globe to spin it, use your scroll wheel or trackpad pinch to zoom, play a synthwave track, and type a quick note in the bottom-right terminal log—if you refresh the page, your text will still be exactly where you left it!...
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1793152438.6398442
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1793238838.6398442
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65503
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My very own WebOS by @Prenit | Stardance
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Prenit
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T10:22:45Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own personalized webOS which looks really cool and helps me organize my important things in a personalized way/", "repo": "https://github.com/Prenit456/WebOSS", "demo": "https://webos-steel-alpha.vercel.app"}]...
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[{"post_id": 73845, "ts": "202 [{"post_id": 73845, "ts": "2026-09-26T05:06:28Z", "hours": 0.4, "text": "My own WebOS devlog 3 themes + polish! the feature the guide never asked for: theme switching . four swatches in the topbar (night / mint / sunset / paper), whole OS recolors instantly through css variables,and your pick is remembered in localStorage so it survives refresh.what that took:- every color in the OS now lives in ~12 css variables, including the wallpaper glows (this was the annoying part — the purple glow was hardcoded and followed me into every theme)- “paper” is a light theme which forced me to fix a bunch of colors that only worked on dark- focus rings on windows now use the accent color so the active window reads correctly in all themes. Bonus stuff:- you can deep link apps: index.html#notes,term opens those at boot- same trick for themes: theme=mint in the url forces one (nice for sharing a link that looks right)- per-app window widths (terminal is wider, links narrower)it finally feels like my OS and not the tutorial’s. requirements i think i’ve hit:multiple draggable windows , no password , a feature the guide didn’t list ."}, {"post_id": 73830, "ts": "2026-09-26T03:39:56Z", "hours": 0.4667, "text": "My own WebOS Day 2! big day. the welcome page is dead, long live the desktop.- moved the old welcome content into an “about.txt” window so nothing was wasted- top bar with the OS name, menus for each app, and a working clock (setInterval, updates every second)- windows: open, close, click-to-focus (z-index goes up each time so the clicked one is on top)- dragging via pointer events on the title bar. locked the top at 34px so you can’t drag a window behind the menu bar- 4 apps so far: about, notes, links, terminalthe notes app autosaves to localStorage while you type (debounced) and shows”saved at 5:45 pm” when it writes. terminal has help / whoami / date / open / clear /sudo (denied obviously) and a capybara command.also learned the hard way that missing <meta charset> turns every middle dot into “·”. fixed. next: make it feel less like the guide’s version — i want themes."}, {"post_id": 73654, "ts": "2026-09-25T16:19:03Z", "hours": 2.0119, "text": "My Own WebOS devlog 1 It begins! started the webOS jam today. the guide helped you make a plain welcome page so that’sexactly what i did: one html file, everything inline, no css file yet.named it pixelOS for now. it has: a heading + a little pixel face i made with svg - an intro paragraph with some <s> and <abbr> tags like the extra challenge suggests- links to my playlist, github, and a thing that is definitely not a rickroll. Honestly it looks like a geocities page but it’s my geocities page. next up:turn this thing into an actual desktop with windows. want the about text to become an app inside the OS instead of just sitting on a page."}]...
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Title: My very own WebOS by @Prenit | Stardance
D Title: My very own WebOS by @Prenit | Stardance
Devlogs:
My Own WebOS devlog 1 It begins! started the webOS jam today. the guide helped you make a plain welcome page so that’sexactly what i did: one html file, everything inline, no css file yet.named it pixelOS for now. it has: a heading + a little pixel face i made with svg - an intro paragraph with some <s> and <abbr> tags like the extra challenge suggests- links to my playlist, github, and a thing that is definitely not a rickroll. Honestly it looks like a geocities page but it’s my geocities page. next up:turn this thing into an actual desktop with windows. want the about text to become an app inside the OS instead of just sitting on a page.
My own WebOS Day 2! big day. the welcome page is dead, long live the desktop.- moved the old welcome content into an “about.txt” window so nothing was wasted- top bar with the OS name, menus for each app, and a working clock (setInterval, updates every second)- windows: open, close, click-to-focus (z-index goes up each time so the clicked one is on top)- dragging via pointer events on the title bar. locked the top at 34px so you can’t drag a window behind the menu bar- 4 apps so far: about, notes, links, terminalthe notes app autosaves to localStorage while you type (debounced) and shows”saved at 5:45 pm” when it writes. terminal has help / whoami / date / open / clear /sudo (denied obviously) and a capybara command.also learned the hard way that missing <meta charset> turns every middle dot into “·”. fixed. next: make it feel less like the guide’s version — i want themes.
My own WebOS devlog 3 themes + polish! the feature the guide never asked for: theme switching . four swatches in the topbar (night / mint / sunset / paper), whole OS recolors instantly through css variables,and your pick is remembered in localStorage so it survives refresh.what that took:- every color in the OS now lives in ~12 css variables, including the wallpaper glows (this was the annoying part — the purple glow was hardcoded and followed me into every theme)- “paper” is a light theme which forced me to fix a bunch of colors that only worked on dark- focus rings on windows now use the accent color so the active window reads correctly in all themes. Bonus stuff:- you can deep link apps: index.html#notes,term opens those at boot- same trick for themes: theme=mint in the url forces one (nice for sharing a link that looks right)- per-app window widths (terminal is wider, links narrower)it finally feels like my OS and not the tutorial’s. requirements i think i’ve hit:multiple draggable windows , no password , a feature the guide didn’t list .
Ships:
I made my own personalized webOS which looks really cool and helps me organize my important things in a personalized way/...
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1793213776.848735
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1793300176.848735
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61377
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Blare by @DimensionLess | Stardance
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DimensionLess
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T09:57:43Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a small desk clock. It has a tiny wide screen, four buttons and a buzzer, all run by an ESP32-C3. I drew the PCB in KiCad, modelled the case in Onshape and just finished writing the firmware in Arduino (I used ai for the firmware). The case is 3D printed and screws together with heatset inserts. The screen slides into a slot at the front.", "repo": "https://github.com/6255127/DIY-Clock", "demo": ""}]...
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[{"post_id": 73846, "ts": "202 [{"post_id": 73846, "ts": "2026-09-26T05:06:35Z", "hours": 4.79, "text": "I finished making the pcb and the case for BLARE now the only thing left is the firmware"}]...
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Title: Blare by @DimensionLess | Stardance
Devlog Title: Blare by @DimensionLess | Stardance
Devlogs:
I finished making the pcb and the case for BLARE now the only thing left is the firmware
Ships:
I made a small desk clock. It has a tiny wide screen, four buttons and a buzzer, all run by an ESP32-C3. I drew the PCB in KiCad, modelled the case in Onshape and just finished writing the firmware in Arduino (I used ai for the firmware). The case is 3D printed and screws together with heatset inserts. The screen slides into a slot at the front....
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1793155766.73863
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1793242166.73863
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17155
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PotterOS by @mahmoud | Stardance
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mahmoud
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0
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2.01
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0
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[]
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[{"post_id": 7385, "ts": "2026 [{"post_id": 7385, "ts": "2026-06-12T09:48:50Z", "hours": 2.0131, "text": "Accio webOS! I am building a webOS set in the Harry Potter universe! Here is a look at what I have conjured up so far: • The Login Menu • Base Templates • Two Simple Internal Programs: –> Daily Prophet News –> Pensieve Notes I hope you like it (¬‿¬)"}]...
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Title: PotterOS by @mahmoud | Stardance
Devlogs:
Title: PotterOS by @mahmoud | Stardance
Devlogs:
Accio webOS! I am building a webOS set in the Harry Potter universe! Here is a look at what I have conjured up so far: • The Login Menu • Base Templates • Two Simple Internal Programs: –> Daily Prophet News –> Pensieve Notes I hope you like it (¬‿¬)...
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1793152599.7383583
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1793757399.7383583
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